Find Familiars Expanded in Erenel | World Anvil

Find Familiars Expanded

The creatures below can serve Warlocks who have been granted Pact of the Chain, forming a telepathic bond with its willing master. They could be used as a Find Familiar, at the DM's discretion, if the master is at least a 3rd-level spellcaster.
 

Alderkin

Resembling a small plant-like turtle with a leafy, flower-covered back instead of a shell, the Alderkin are often encountered deep within woodland areas, untouched by civilization. They enjoy eating fungus and sweet fruit, often eating for most of the day before sleeping off a large meal.   Alderkin are not the most intelligent but have strong instincts and a deep connection to the forest. An Alderkin can surmise when something is a threat quickly and are very difficult to dupe. When threatened, they prefer to hide first, blending in with their surroundings or quietly climbing large trees before remaining motionless. If they cannot escape, the Alderkin will charge and headbutt when threatened. Thanks to their sturdy frame, an Alderkin headbutt has been known to knock over much larger creatures, allowing the Alderkin time to escape and hide.
  Alderkin 5E Stat Block

Alderkin CR: 1/4

Small plant, unaligned
Armor Class: 13 natural armor
Hit Points: 14 (4d4+4)
Speed: 20 ft , climb: 19 ft

STR

14 +2

DEX

10 +0

CON

14 +2

INT

6 -2

WIS

12 +1

CHA

10 +0

Skills: Insight +4, Perception +3, Stealth +4
Senses: darkvision 60 fet., passive Perception 14
Challenge Rating: 1/4

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 dragon hatchlings enter the world with a curious nature and limited psionic abilities. Before the Hatchling grows into a Wyrmling, they are often sought out by oracles and archmages, as their dampened abilities and keen wit, make them superior familiars.   An ashard hatchling are small crystal dragons with a purplish-blue hide and slender body. A pair of reflective wings made of glass sprout from their shoulders, accompanied by multifaceted crystal formations on their shoulders and head. Thanks to their innate psionic ability, the ashard hatchling defies gravity with flight that doesn’t rely on their glass wings. Instead, the crystals surrounding their heads emerge and orbit the dragon as they use their psionic skill to propel themselves forward telekinetically. Instead of a breath weapon, the ashard hatchling empowers their wings, causing an explosion of prismatic light to flash outward in a dazzling display.
  Ashard Hatchling 5E Stat Block

Ashard Hatchling CR: 1/2

Small dragon, neutral
Armor Class: 13
Hit Points: 14 (4d4+4)
Speed: 10 ft , fly: 40 ft , can hover

STR

6 -2

DEX

15 +2

CON

13 +1

INT

14 +2

WIS

12 +1

CHA

11 +0

Damage Resistances: psychic
Senses: darkvision 60 ft., passive Perception 11
Languages: Common, Draconic
Challenge Rating: 1/2

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

The Cheshire Cat can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is adventurous and at least a 3rd level spellcaster. If its master causes it physical harm or becomes dull, the Chesire Cat may end its service as a familiar, breaking the telepathic bond.
  Cheshire Cat 5E Stat Block

Cheshire Cat CR: 1/2

Tiny fey, chaotic neutral
Armor Class: 12
Hit Points: 7 (2d4+2)
Speed: 30 ft , climb: 30 ft

STR

3 -4

DEX

15 +2

CON

12 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Senses: darkvision 60ft, passive perception 13
Languages: Common and those known by its master
Challenge Rating: 1/2

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:

At will: mage hand, minor illusion

Actions

Mischievous Grin. Ranged Spell Attack: +5 to hit, reach 20ft., one target. Hit 4 (1d4+2) psychic damage.

A cat with exaggerated features, the Cheshire Cat’s wide grin, and mischievous nature gives away a chaotic personality. The master who chooses a Cheshire Cat would be wise to keep their adventures entertaining. A bored Cheshire Cat is a dangerous one.

Flutterfluff

The Flutterfluff is a preferred familiar for Warlocks, who form a pact with powerful Archfey. Naturally curious, Flutterfluff spend most of their time observing the world around it. Often naïve and trusting, a Flutterfluff needs constant supervision, or a harmless investigation could turn chaotic. They have a knack for visiting the dreams of others in the vicinity, speaking to them for their master while they sleep.   Other spellcasters with Fey roots or those captivated by their adorableness will choose the Flutterfluff as a familiar. If the spellcaster is dull and doesn't provide enough attention, the Flutterfluff may flat-out refuse. However, if it finds the pact agreeable, the Flutterfluff will bond with the master as long as it is treated fairly.

Flutterfluff 5E Stat Block

Flutterfluff CR: 1/2

Tiny fey, chaotic neutral
Armor Class: 13
Hit Points: 10 (3d4+3)
Speed: 10 ft , fly: 40 ft

STR

6 -2

DEX

15 +2

CON

13 +1

INT

11 +0

WIS

12 +1

CHA

14 +2

Senses: darkvision 60ft, passive Perception 11
Languages: Common and those known by its master
Challenge Rating: 1/2

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.

The Flutterfluff is a preferred familiar for Warlocks, who form a pact with powerful Archfey. Naturally curious, Flutterfluff spend most of their time observing the world around it. Often naïve and trusting, a Flutterfluff needs constant supervision, or a harmless investigation could turn chaotic. They have a knack for visiting the dreams of others in the vicinity, speaking to them for their master while they sleep.   Other spellcasters with Fey roots or those captivated by their adorableness will choose the Flutterfluff as a familiar. If the spellcaster is dull and doesn't provide enough attention, the Flutterfluff may flat-out refuse. However, if it finds the pact agreeable, the Flutterfluff will bond with the master as long as it is treated fairly.

Little Snap

Resembling a small dinosaur with two horns, a scaled back and a finned tail, Little Snap is a genetically modified creature created as pets for wealthy nobles in the Oyudanyi Jungles. Upon purchase, a manufactured egg is harvested and injected by the alchemist. This injection determines the Little Snap’s scale color and begins the incubation process, which generally takes a week before hatching at its already maximum size.   Highly territorial, a Little Snap will aggressively drive other creatures out of an area it has chosen as its feed ground. It will first attempt intimidation by growling, charging, and snapping at anything approaching within 10 feet. Afterward, a Little Snap attacks, snapping and headbutting the creature if they refuse to withdraw. While serving as a familiar, a Little Snap will generally decide wherever its master sleeps as its new “feeding ground,” protecting its master while they rest. This generally leads to the master enjoying a private area around a campfire.
Little Snap 5E Stat Block

Little Snap CR: 1/4

Small beast (dinosaur), unaligned
Armor Class: 13
Hit Points: 14 (4d4+4)
Speed: 30 ft

STR

14 +2

DEX

10 +0

CON

15 +2

INT

7 -2

WIS

12 +1

CHA

10 +0

Senses: passive Perception 11
Challenge Rating: 1/4

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

Sentenced for his crimes by a witches' council centuries prior, Salem has been cursed to spend time as a black cat until his punishment has been deemed fulfilled.   Salem was once a selfish and power-hungry witch who enjoyed scheming to get his way and attempted to take over the world. However, since his punishment, Salem has taken a softer side toward his master and their allies, becoming a loyal companion. While awaiting the removal of the curse, Salem typically provides guidance and causes trouble in nearly equal portions.

Salem the Cursed 5E Stat Block

Salem the Cursed CR: 1/2

Tiny beast, unaligned
Armor Class: 12
Hit Points: 8 (3d4)
Speed: 30 ft , climb: 20 ft

STR

3 -4

DEX

15 +2

CON

10 +0

INT

14 +2

WIS

13 +1

CHA

11 +0

Senses: darkvision 60 ft., passive Perception 11
Languages: Common
Challenge Rating: 1/2

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, prestidigitation


Magic 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.

Sentenced for his crimes by a witches' council centuries prior, Salem has been cursed to spend time as a black cat until his punishment has been deemed fulfilled. Salem was once a selfish and power-hungry witch who enjoyed scheming to get his way and attempted to take over the world. However, since his punishment, Salem has taken a softer side toward his master and their allies, becoming a loyal companion. While awaiting the removal of the curse, Salem typically provides guidance and causes trouble in nearly equal portions.

Severed Zombie Head

The faithful severed zombie head is a popular choice among necromancers and practitioners of the dark arts. Who else would be caught "dead" carrying a zombie's head, and speaking to it as a companion?   When not being carried or stored in a bag, the Zombie Head can roll faithfully on the ground by its master's side, ready to snap decaying jaws at enemies.  
Players are encouraged to give their Zombie Head a name and a personality. The zombie head could be related to a race of the players choosing. Maybe it's the severed head of a long time friend or bitter rival?

Severed Zombie Head 5E Stat Block

Zombie Head CR: 1/4

Tiny undead, unaligned
Armor Class: 12
Hit Points: 7 (2d4+2)
Speed: 10 ft

STR

2 -4

DEX

11 +0

CON

13 +1

INT

8 -1

WIS

11 +0

CHA

12 +1

Damage Immunities: poison
Condition Immunities: charmed, poisoned, prone
Senses: darkvision 60ft, passive perception 10
Languages: Common
Challenge Rating: 1/4

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.

The faithful severed zombie head is a popular choice among necromancers and practitioners of the dark arts. Who else would be caught "dead" carrying a zombie's head, and speaking to it as a companion? When not being carried or stored in a bag, the Severed Zombie Head rolls faithfully on the ground by its master's side, ready to snap decaying jaws at enemies.   Players are encouraged to give their Zombie Head a name and a personality. The zombie head could be related to a race of the players choosing. Maybe it's the severed head of a long time friend or bitter rival?

Shadow Raven

Shadow Raven’s serve as loyal familiars to those who follow the Matron of Ravens. The haunting sound of their mimicry and glowing eyes remind of the malevolent intent against those who have defied death.
Shadow Raven 5E Stat Block

Shadow Raven CR: 1/8

Tiny beast, unaligned
Armor Class: 12
Hit Points: 3 (1d4+1)
Speed: 10 ft , fly: 50 ft

STR

2 -4

DEX

14 +2

CON

12 +1

INT

5 -3

WIS

12 +1

CHA

8 -1

Damage Immunities: necrotic
Condition Immunities: charmed, frightened
Senses: darkvision 60ft, passive perception 13
Challenge Rating: 1/8

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.

Shadow Raven’s serve as loyal familiars to those who follow Ianna, Matron of Ravens. The haunting sound of their mimicry and glowing eyes remind of the malevolent intent against those who have defied death.   Many Shadow Ravens feast on the flesh of the undead, taking pride in its removal before their masters burn what remains.

Skulldog

Necromantic magic infuses the Skulldog, causing it to rise from the dead. While still carrying the stench of decay, unlike Zombies, Skulldogs are not bound to their creator's bidding but are extremely loyal. Unfortunately, Skulldogs do not understand why the happy people around them are scared of their attention and will try try to lick them anyway.

Skulldog 5E Stat Block

Skulldog CR: 1/2

Small undead, unaligned
Armor Class: 13
Hit Points: 7 (2d6)
Speed: 30 ft

STR

6 -2

DEX

12 +1

CON

11 +0

INT

6 -2

WIS

12 +1

CHA

7 -2

Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60ft, passive Perception 11
Languages: understands Common but can't speak
Challenge Rating: 1/2

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.

Necromantic magic infuses the Skulldog, causing it to rise from the dead. While still carrying the stench of decay, unlike Zombies, Skulldogs are not bound to their creator's bidding but are extremely loyal. Skulldogs unfortuntately do not understand why the happy people around them are scared of their attention but will try try to lick them anyway.


Sproutail

A favored familiar choice of the Royal College for newer pupils, the Sproutail is a charming companion who develops a strong attachment when bonding as a familiar. These tiny avian beasts never grow more than two feet and maintain a childlike, playful attitude throughout their lifespan. The bulbous lantern at the tip of their tail can illuminate dark areas and, when willed, can emit dazzling lights. If left to their own devices at the Royal College, dozens of Sproutails stroll the groves coordinating a wonderous lights display at night, often to the detriment of the mage college's Grove Keepers.
  Sproutail 5E Stat Block

Sproutail CR: 1/4

Tiny beast, unaligned
Armor Class: 13
Hit Points: 7 (2d4+2)
Speed: 20 ft , fly: 40 ft

STR

6 -2

DEX

15 +2

CON

13 +1

INT

10 +0

WIS

12 +1

CHA

14 +2

Skills: Perception +3, Stealth +4
Senses: darkvision 60ft, passive Perception 13
Languages: understands Common but can't speak
Challenge Rating: 1/4

The Sproutail's spellcasting ability is Charisma (spell save DC 12). The Sproutail can innately cast the following spells, requiring no material components:

At will: Dancing Lights


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.

A favored familiar choice of the Royal College for newer pupils, the Sproutail is a charming companion who develops a strong attachment when bonding as a familiar. These tiny avian beasts never grow more than two feet and maintain a childlike, playful attitude throughout their lifespan.   The bulbous lantern at the tip of their tail can illuminate dark areas and, when willed, can emit dazzling lights. If left to their own devices at the Royal College, dozens of Sproutails stroll the groves coordinating a wonderous lights display at night, often to the detriment of the mage college's Grove Keepers.

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