Find Familiars Expanded
Alderkin
Alderkin CR: 1/4
STR
14 +2
DEX
10 +0
CON
14 +2
INT
6 -2
WIS
12 +1
CHA
10 +0
Stalwart. The Alderkin's many layers provides protection. When taking damage from an attack, reduce the damage by 3. Camouflage. When the Alderkin is still, it is indistinguishable from an ordinary plant. It can take the Hide action as a bonus action and hide when only lightly obscured.
Actions
Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4+2) bludgeoning damage and the target is pushed back 5 feet and knocked prone if it is medium size or smaller.
Ashard Hatchling
Ashard Hatchling CR: 1/2
STR
6 -2
DEX
15 +2
CON
13 +1
INT
14 +2
WIS
12 +1
CHA
11 +0
Limited Telepathy
The ashard hatchling can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.Magic Resistance
The ashard hatchling has advantage on saving throws against spells and other magical effects.Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage. Prismatic Flare (Recharge 5-6). The ashard hatchling causes an explosion of prismatic light to flash outward in a 15-foot cone. Each creature in the area must make a DC 12 Intelligence saving throw. On a failed save, the creature takes 5 (1d4 + 3) psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d4 and reduce the total by the number rolled. On a successful save, the creature takes half as much damage with no additional effects.
Cheshire Cat
Cheshire Cat CR: 1/2
STR
3 -4
DEX
15 +2
CON
12 +1
INT
11 +0
WIS
12 +1
CHA
14 +2
Innate Spellcasting. The Cheshire Cat's spell casting ability is Charisma (spell save DC 12). The Cheshire Cat can innately cast the following spell, requiring no material components:
Actions
Mischievous Grin. Ranged Spell Attack: +5 to hit, reach 20ft., one target. Hit 4 (1d4+2) psychic damage.
Flutterfluff
Flutterfluff CR: 1/2
STR
6 -2
DEX
15 +2
CON
13 +1
INT
11 +0
WIS
12 +1
CHA
14 +2
Dreamer
The Flutterfluff can visit the dreams of a creature known to it that is within 1 mile of it during a long rest. It can observe and speak with the creature in their dream, but otherwise cannot interact. While in the dream, the flutterfluff is aware of their surroundings, but can't take actions or move. The target recalls the dream perfectly upon waking.Magic Resistance
The Flutterfluff has advantage on saving throws against spells and other magical effects.Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage. Invisibility. The Flutterfluff magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the flutterfluff wears or carries is invisible with it.
Little Snap
Little Snap CR: 1/4
STR
14 +2
DEX
10 +0
CON
15 +2
INT
7 -2
WIS
12 +1
CHA
10 +0
Backpack Buddy
Little Snap enjoys riding in backpacks or in ways it can be carried on a friend's back. While riding in a backpack, Little Snap also benefits from Territorial.Territorial
Little Snap can designate a creature it can see within 30 feet to be under its protection. When a hostile creature moves within 5 feet of a creature under its protection, as a reaction, Little Snap can immediately make a Bite attack against the approaching creature if it is within range.Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4+2) piercing damage.
Salem the Cursed
Salem the Cursed CR: 1/2
STR
3 -4
DEX
15 +2
CON
10 +0
INT
14 +2
WIS
13 +1
CHA
11 +0
Innate Spellcasting
Salem's spell casting ability is Intelligence (spell save DC 12). Salem can innately cast the following spell, requiring no material components: At will: message, prestidigitationMagic Resistance
Salem has advantage on saving throws against spells and other magical effects.Actions
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. *Hit* 4 (1d4+2) slashing damage. Teleport (Recharge 4-6). Salem magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see.
Severed Zombie Head
Zombie Head CR: 1/4
STR
2 -4
DEX
11 +0
CON
13 +1
INT
8 -1
WIS
11 +0
CHA
12 +1
Turn Defiance
The Zombie Head and any undead it chooses within 30 feet of it have advantage on saving throws against effects that turn undead.Undead Fortitude
If damage reduces the Zombie Head to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Zombie Head drops to 1 hit point instead.Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) Talking Head (1/day): The Zombie Head targets one creature it can see within 30 feet of itself. The creature must succeed on a DC 12 Charisma saving throw or be charmed for 1 minute. The charmed target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Shadow Raven
Shadow Raven CR: 1/8
STR
2 -4
DEX
14 +2
CON
12 +1
INT
5 -3
WIS
12 +1
CHA
8 -1
Foul Mimicry. The Shadow Raven can eerily mimic voices that it has heard in the past day. After eating the flesh of an undead, the Shadow Raven can mimic the undead's voice as it was before they changed, for 24 hours. A creature that hears the voices can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Shroud. Ranged attacks against the Shadow Raven are made with disadvantage.
Actions
Peck. Melee Weapon Attack: +4 to hit, reach 5ft., one target. *Hit* 2 (1d4) necrotic damage.
Skulldog
Skulldog 5E Stat Block
Skulldog CR: 1/2
STR
6 -2
DEX
12 +1
CON
11 +0
INT
6 -2
WIS
12 +1
CHA
7 -2
Turn Defiance
The Skulldog and any undead it chooses within 30 feet of it have advantage on saving throws against effects that turn undead.Undead Fortitude
If damage reduces the Skulldog to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Skulldog drops to 1 hit point instead.Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 3 (1d4+1) piercing damage. Misunderstood Scare. Up to two creature of the Skulldog's choice within 30 feet of it must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the skulldog's next turn.
Sproutail
Sproutail CR: 1/4
STR
6 -2
DEX
15 +2
CON
13 +1
INT
10 +0
WIS
12 +1
CHA
14 +2
The Sproutail's spellcasting ability is Charisma (spell save DC 12). The Sproutail can innately cast the following spells, requiring no material components:
Magic Resistance
The Sproutail has advantage on saving throws against spells and other magical effects.Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4+2) piercing damage.
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