The most common way to get a familiar is by casting the find familiar spell, but ther are other spells that grants the service of a familiar. Some are described below, as well as the creatures that can be summoned as familiars for each variant.
Each spell lists which forms the familiar can take, with links to their stats. If you have access to one of these spells when you start play with a new character, you may start with a familiar already summoned.
Animate familiar. This variant creates an undead familiar.
Find familiar. The spell most commonly used. It summons a spirit that takes the form of an animal.
Imbue object. This variant also summons a spirit, but it instead of taking the form of an animal, it inhabits an object that you have prepared.
The following is common to all familiar summoning spells:
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.
While your familiar is within 100 feet, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can’t have more than one familiar at a time. If you cast any familiar summoning spell while you already have a familiar, your previous familiar is dismissed permanently.
When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
1st-level necromancy (ritual)
Casting Time: 1 hour
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You raise the corpse of a tiny animal to become your familiar, a severed hand to create a crawling claw or a skull to create a skull servant. It has the statistics of the corpse’s living form, but its type becomes undead, and its appearance is zombified, mummified, or skeletal depending on the state of the corpse you used to fashion it. In addition it gains the following feature:
Undead Fortitude. If damage reduces the familiar 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 familiar drops to 1 hit point instead.
If your familiar drops to 0 HP it returns to being an inanimate corpse, but you can raise it again without using material components.
In addition you can use rare components worth five times, as much to turn a dead crow into a gore crow, or a dead rat into a shadow rat. If a gore crow or shadow rat is reduced to 0 hp, it cannot be raised to this form again.
1st-level conjuration (ritual)
Casting Time: 1 hour
Components: V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
This spell calls out a summons to the natural creatures in the area. After the next long rest, a willing creature will have answered your call, submitting to be your familiar. This creature has a higher intelligence than other of its kind, and it is here by its own will, instead of being magically coerced, as with other familiar summoning spells.
When the creature appears, roll on the Called familiar table shown after the spell descriptions. Some familiars have an additional power as stated in the table.
If this familiar dies or is permanently dismissed, you cannot use this spell to summon a familiar for one week.
d15 | Creature | Power |
---|---|---|
1 | Almiraj | Once per day it can touch a creature with its horn and heal it 1d8 + 2 hit points. |
2 | Cranium rat | |
3 | Winged monkey | |
4 | Tressym | |
5 | Fox | While in contact with your familiar, your lies become slightly more believable. Gain advantage on such checks. |
6 | Squirrel | While in contact with your familiar, you have a climb speed equal to your movement. |
7 | Donkey | |
8 | Giant roach | Once per day, you can choose to reroll a Constitution save. |
9 | Lantern beetle | |
10 | Spidercat | While in contact with your familiar, you have a climb speed equal to your movement. |
11 | Amethyst wyrmling | |
12 | Emerald wyrmling | |
13 | Mimic | |
14 | Oracular chicken | |
15 | Winged piglet |
1st-level conjuration (ritual)
Casting Time: 1 hour
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form of your choice from the following:
Bat | Cat | Crab | Frog/toad |
Hawk | Lizard | Octopus | Owl |
Poisonous snake | Quipper | Rat | Raven |
Sea horse | Spider | Squirrel | Weasel |
At the end of the ritual, the familiar appears adjacent to you. It has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
As an action, you can dismiss your familiar, either temporarily or permanently. A temporarily dismissed familiar disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear next to you.
1st-level conjuration (ritual)
Casting Time: 1 hour Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar spirit which enters an object that you have prepared as a part of the ritual. After the completed ritual, the spirit is bound to the object and animates it, allowing it to move as described in the creature statistics. The following object are suitable for animation:
If the familiar is reduced to 0 hp, the physical object remains. Unless the object is completely destroyed, you can repair it with the mending spell or using the appropriate tools. When the object is repaired, the familiar spirit will return after the next long rest.
Clockwork familiars are basically animated objects, but require more specialized knowledge. They are only available to Tinker gnomes and casters with proficiency in tinker’s tools.
A clockwork familiar can not be healed with magic, instead it has to be repaired. Even the mending spell does not work, since the mechanical parts are much to delicate. However, during a short rest, a successful Intelligence (Engineering - Tinkering) check against a DC equal to the familiars max hp heals it the amount with which you succeeded the roll + 1.
1st-level conjuration (ritual)
Casting Time: 1 hour Components: V, S, M (10 gp worth of incense and pigments used to draw runes) Duration: Instantaneous
You draw an elemental spirit into this world to serve you as a familiar. You must have a small amount of its native element which it can inhabit when arriving on this plane at the end of the ritual.
As an action, you can dismiss your familiar into a larger amount of the same element it is made of, where it disappears into a pocket dimension awaiting your summons. As an action while it is temporarily dismissed, you can cause it to reappear next to you, from any larger amount of its element.
You can summon any type of element, unless your archetype is aligned with one element in particular. In that case you can only summon “your” element.
A familiar is an individual, and as such has a personality. When summoning your familiar for the first time, select a personality trait or roll on at random from this table.
d34 | Trait |
---|---|
1 | Hisses at holy people and refuses to enter churches and temples |
2 | Extremely gullible |
3 | It attempts to decorate itself with whatever it can find. It rolls itself in dust, ties necklace chains around its extremities, dips its beak into various colors of paint before pruning its feathers. Needless to say, the results are not exactly pleasant. |
4 | They follow instructions, but are very squirrely and afraid of almost everything. |
5 | Always talks about themselves in the third person |
6 | Is incredibly old and responds to every request with a story of a previous wizard who asked the same request. |
7 | Always drags its feet and gives the least amount of effort required. |
8 | A friendly familiar, calling everyone “friend”, “pal”, “buddy”. May not grasp death very much. |
9 | A familiar that thinks their master is (or is going to be) the greatest mage ever, and is a constant cheerleader for them. |
10 | The familiar displays an unhealthy enthusiasm for destructive magic, encouraging the mage to use their most destructive spells at all times, especially when it doesn’t make sense. (“You know what would dry those clothes off really fast? Fireball.”) |
d34 | Trait |
---|---|
11 | Grandmotherly. She always reminds you to wear a coat, eat vegetables, be nicer, etc. Bonus if it can somehow give you cookies every now and then. |
12 | A familiar that acts like a loyal guard dog, fiercely protecting their master, even from their allies. |
13 | A familiar that believes itself to be the master’s patron. Any instruction it is given is interpreted as a request for power from the master, and the familiar will constantly attempt to further its own agenda. |
14 | A familiar that only speaks by repeating what it just heard, possibly in a mocking tone |
15 | The familiar is kind of a jerk, still does what you want it to do, but usually with an attitude of “ugh, fine. I’ll do it.” |
16 | Has an attraction to shiny objects, and loves to steal them. |
17 | A female familiar with the personality of a 5-year-old human girl. |
18 | A male familiar with the personality of a 5-year-old human boy. |
19 | A familiar who talks in a stereotypical hero/superman voice, sounding off about justice and smiting evil anytime they get a chance. |
20 | A familiar that’s a little depressed, will do as you tell it but sigh heavily and express a sort of resigned dissatisfaction towards the dangers it faces. (Think Eeyore) |
21 | A familiar that lacks common sense. |
d34 | Trait |
---|---|
22 | A familiar that pretty much just does nothing and stays silent until it is given instructions by it’s wizard. When given instructions, it shouts “OKAY!” before doing the task in the most vigorous way possible. (For example, if it was told to break a window, it would yell “OKAY!” before jumping out the window, full-body-slamming the window into small shards.) |
23 | Resentful of its position. “I might be a servant, but I don’t like it, and will complain when given orders.” |
24 | Bumptious. A self-aggrandizing know-it-all. |
25 | Gluttonous. Always hungry. |
26 | Spiteful. Delights in cruelty and malice, and loves to laugh at others’ failures. |
27 | Jealous. Likes to be the center of its master’s attention, and responds poorly to anyone competing for it. |
28 | “I may be a servant now, but someday I will master my own destiny– and maybe yours, too.” |
29 | “To serve is my reason for existence.” |
30 | Chaotic. Only wants to watch the world burn, and takes every opportunity to cause mischief. |
31 | Lazy. When not under orders, prefers to sleep. |
32 | Not very bright. Does its best to follow orders, butoften misunderstand commands given. |
33 | A very loving familiar, that wants to cuddle with the person who summoned it if no important events are going on. |
34 | Extremely cowardly. |
Almiraj | ||||||||||||
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Small beast | ||||||||||||
The almiraj is a small magical beast resembling a rabbit with a unicorn-like horn in the middle of its forehead. They are popular familiars among witches. | ||||||||||||
Armor Class 13 | ||||||||||||
| ||||||||||||
Skills Perception +4, Stealth +5 | ||||||||||||
ActionsHorn. Melee Attack: +5 to hit, 1d4+3 piercing damage. |
Amethyst Wyrmling | ||||||||||||
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Tiny dragon | ||||||||||||
Armor Class 13 | ||||||||||||
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Damage Resistances force | ||||||||||||
Innate Spellcasting. The wyrmling’s can innately cast a number of spells, requiring no material components: | ||||||||||||
ActionsBite. Melee Attack: +5 to hit, 1 piercing damage. Gem Lozenge (1/day). The wyrmling exhales a gem lozenge up to 60 feet to a point it can see, which shatters on impact in a 5-foot radius. Creatures in the area must make a DC 11 Dexterity saving throw, taking 2d6 piercing damage on a failure, or half as much on a success. |
Bat | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 11 Hit Points 1 (1d4 - 1) Speed 5ft, fly 30ft | ||||||||||||
| ||||||||||||
Senses. Blindsight 60 ft | ||||||||||||
ActionsBite. Melee Attack: +0 to hit, 1 piercing damage. |
Cat | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 12 | ||||||||||||
| ||||||||||||
Skills Perception +3, Stealth +4 | ||||||||||||
Keen Senses. The cat has advantage on Perception checks. | ||||||||||||
ActionsClaw. Melee Attack: +0 to hit, 1 slashing damage. |
Crab | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 11 | ||||||||||||
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Skills Stealth +2 | ||||||||||||
Amphibious. The crab can breathe air and water. | ||||||||||||
ActionsClaw. Melee Attack: +0 to hit, 1 slashing damage. |
Clockwork Mouse | ||||||||||||
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Tiny construct | ||||||||||||
“It’s the oldest question of all, George. Who can spy on the spies?” - Jon le Gearré - Tinker Gnome Spymaster. These sneaky scoundrels are perfect for the spymaster that doesn’t enjoy getting their hands dirty, which I believe is all of them. Perfected by Tinker Gnomes over the years, the clockwork mice are often disguised to look like ordinary mice and sent to lock or unlock doors, chests, and other things. Either to eavesdrop or obtain small items such as keys, signet rings, letters or gemstones. Automated Agent. Clockwork mice are loyal to their creators, able to follow reasonably complicated orders and adept enough to carry out those orders with a reasonable success rate; although clockwork mice are often caught and destroyed by hawks and cats, much to the predator’s disappointment. When visiting a noble or dignitary who employs a gnomish advisor that may well be a spymaster, expect the walls to be brimming with tunnels and passageways for the engineered espionage to occur. | ||||||||||||
Armor Class 12 | ||||||||||||
| ||||||||||||
Skills Perception +2, Stealth +4 | ||||||||||||
Lockpicking Tail. The tail of the clockwork mouse can split into a set of lockpicking tools. The clockwork mouse is considered proficient with thieves’ tools and has advantage on any check made to pick locks. | ||||||||||||
ActionsBite. Melee Attack: +1 to hit, 1d4-1 piercing damage. |
Cranium Rat | ||||||||||||
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Tiny beast | ||||||||||||
A cranium rat is almost indistinguishable from a normal rodent, except that a portion of its large brain is exposed and pulses with a soft glow. | ||||||||||||
Armor Class 12 | ||||||||||||
| ||||||||||||
Senses lowlight vision 30 ft | ||||||||||||
Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells. | ||||||||||||
ActionsBite. Melee Attack: +4 to hit, 1 piercing damage. |
Crawling Claw | ||||||||||||
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Tiny undead | ||||||||||||
Armor Class 12 | ||||||||||||
| ||||||||||||
Damage Immunities poison | ||||||||||||
Turn Immunity. The claw is immune to effects that turn undead. | ||||||||||||
ActionsClaw. Melee Attack: +3 to hit, 1d4+1 bludgeoning or slashing damage (claw’s choice). |
Donkey | ||||||||||||
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Medium beast | ||||||||||||
What more could one want than an obedient donkey? | ||||||||||||
Armor Class 10 | ||||||||||||
| ||||||||||||
Beast of Burden. The donkey is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed. The donkey has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. | ||||||||||||
ActionsHooves. Melee Attack: +4 to hit, 1d4+2 bludgeoning damage. |
Emerald Wyrmling | ||||||||||||
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Tiny dragon | ||||||||||||
Armor Class 13 | ||||||||||||
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Skills Arcana +4, Perception +4 | ||||||||||||
Innate Spellcasting. The wyrmling’s can innately cast a number of spells, requiring no material components: | ||||||||||||
ActionsBite. Melee Attack: +5 to hit, 1 piercing damage. Sonic Breath (1/day). The wyrmling exhales a cone of sonic energy in a 10-foot cone. Creatures in the area must make a DC 11 Constitution saving throw, taking 2d6 thunder damage on a failure, or half as much on a success. |
Flying Book | ||||||||||||
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Tiny construct | ||||||||||||
Armor Class 13 (natural armor) | ||||||||||||
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Damage Immunities poison, psychic | ||||||||||||
Antimagic Susceptibility. The flying book is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the flying books must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the flying book remains motionless, it is indistinguishable from a normal book. | ||||||||||||
ActionsSlam. Melee Attack: +0 to hit, 1 bludgeoning damage. |
Fox | ||||||||||||
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Small beast | ||||||||||||
Foxes are renowned as clever animals, able to avoid the hunter’s hounds which seek them for their valuable furs. They are most active at night, but they can also be seen by day. Their tails are always tipped white, while their legs, feet, and tips of the ear are always black. The rest of their coat, however, is varied in color: Most commonly red, silver and platinum foxes are also known. | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Perception +3, Stealth +4, Survival +2 | ||||||||||||
Keen Hearing and Smell. The fox has advantage on Perception checks that rely on hearing or smell. | ||||||||||||
ActionsBite. Melee Attack: +4 to hit, 1 piercing damage. |
Frog | ||||||||||||
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Tiny beast | ||||||||||||
A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. | ||||||||||||
Armor Class 11 | ||||||||||||
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Skills Perception +1, Stealth +3 | ||||||||||||
Amphibious. The frog can breathe air and water Standing Leap. The frog’s long jump is up to 10 ft. and its high jump is up to 5 ft., with or without a running start. | ||||||||||||
ActionsNone |
Giant Roach | ||||||||||||
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Small beast | ||||||||||||
Giant roaches are big, fat cockroaches the size of a small dog. Like their smaller cousins, they have wings and can fly, albeit not very well. They can be found anywhere there is food and a remote possibility that life can survive. Giant roaches prefer to eat crops and defenseless livestock, only attacking anything that can put up a fight if they are starving or attacked first. | ||||||||||||
Armor Class 13 (natural armor) | ||||||||||||
| ||||||||||||
Senses Low-light vision 60ft, tremorsense 60 ft Clumsy Flyer. A giant roach cannot sustain flight for more than one turn. | ||||||||||||
ActionsBite. Melee Attack: +3 to hit, 1d6-1 piercing damage. |
Gore Crow | ||||||||||||
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Tiny undead | ||||||||||||
Gore crows are birds whose corpses have been granted a twisted mimicry of life, often protecting the skies above territories claimed by necromancers. The resurrection process used when creating gore crows darkens the feathers of any bird affected. This gives the creature it’s characteristic crow-like appearance, in reality a gore crow can be any breed of bird. | ||||||||||||
Armor Class 8 | ||||||||||||
| ||||||||||||
Saving Throws Wisdom +0 | ||||||||||||
Twisted Mimicry. The gore crow can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 7 Wisdom (Insight) check. Undead Fortitude. If damage reduces the gore crow 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 gore crow drops to 1 hit point instead. | ||||||||||||
ActionsBeak. Melee Attack: +1 to hit, 1 piercing damage. |
Hawk | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 13 | ||||||||||||
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Skills Perception +4 | ||||||||||||
Keen Sight. The hawk has advantage on Perception checks that rely on sight. | ||||||||||||
ActionsTalons. Melee Attack: +0 to hit, 1 piercing damage. |
Lantern beetle | ||||||||||||
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Tiny beast | ||||||||||||
The lantern beetle looks like a big firefly. They normally live in the Underdark and feast primarily on the fungus that grows in the darkest caverns. The glow of the lantern beetle’s abdomen is from the digestion of bioluminescent fungus, which reacts with the beetle’s gut to make the glow. They are often trained by denizens of the Underdark as mobile light sources. | ||||||||||||
Armor Class 13 (natural armor) | ||||||||||||
| ||||||||||||
Illumination. The beetle can shed bright light at will in a 10 foot radius and dim light for an additional 10 feet. When it dies, its body continues to glow for another 6 hours. | ||||||||||||
ActionsBite. Melee Attack: +2 to hit, 1 piercing damage. |
Lizard | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 10 | ||||||||||||
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Senses Low-light vision 30ft | ||||||||||||
ActionsBite. Melee Attack: +0 to hit, 1 piercing damage. |
Mechanical Wyrmling | ||||||||||||
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Tiny construct | ||||||||||||
Armor Class 13 (natural armor) | ||||||||||||
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Damage Immunities poison, psychic | ||||||||||||
Axiomatic Mind. The mechanical wyrmling can’t be compelled to act in a manner contrary to its nature or its instructions. | ||||||||||||
ActionsBite. Melee Attack: +2 to hit, 1d4+1 piercing damage. Flame Jet. The mechanical wyrmling exhales fire in a 20 foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 4d4 fire damage on a failed save, or half as much damage on a successful one. |
Mimic | ||||||||||||
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Tiny monstrosity (shapechanger) | ||||||||||||
A mini version of the mimic. | ||||||||||||
Armor Class 12 (natural armor) | ||||||||||||
| ||||||||||||
Damage Immunities acid | ||||||||||||
Adhesive. The mimic adheres to creatures that that touch it. A creature can remove the mimic from itself using its action. The mimic has advantage on attack rolls against a creature it is adhered to. The mimic can adhere itself to a Small or larger creature by moving into its space. False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary tiny object. Shapechanger (1/Day). The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. | ||||||||||||
ActionsBite. Melee Attack: +3 to hit, 1d4+1 piercing damage. |
Mote of Earth | ||||||||||||
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Tiny elemental | ||||||||||||
A mote of earth usually takes the shape of a tiny boulder, with small arms and legs that it can draw inside its body to assume a roundish shape. | ||||||||||||
Armor Class 14 (natural armor) | ||||||||||||
| ||||||||||||
Damage Resistances piercing and slashing from nonmagical weapons that aren’t adamantine | ||||||||||||
Rolling Charge. If the mote rolls at least 20 ft straight toward a target and then hits it with a slam attack on the same turn, the target takes an additional 1d6 bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 12 Strength saving throw or be knocked prone. False Appearance. While the mote remains motionless, it is indistinguishable from a normal tiny rock. Siege Monster. The mote deals double damage to objects and structures. | ||||||||||||
ActionsSlam. Melee Attack: +4 to hit, 1d6+2 bludgeoning damage. |
Mote of Fire | ||||||||||||
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Tiny elemental | ||||||||||||
Armor Class 13 | ||||||||||||
| ||||||||||||
Damage Vulnerabilities cold | ||||||||||||
Fire Form. The mote can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the mote takes 1 fire damage. If the mote enters a creature’s space and stops there, the creature takes 1 fire damage. Illumination. The mote sheds bright light in a 10-foot radius and dim light for an additional 20 feet. Water Susceptibility. If the mote is submerged in water, it takes 1d4 cold damage. | ||||||||||||
ActionsTouch. Melee Attack: +4 to hit, 1d6 fire damage, and the target catches fire; until someone takes an action to douse the fire, the creature takes 2 fire damage at the start of each of its turns. |
Mote of Light | ||||||||||||
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Tiny elemental | ||||||||||||
Armor Class 13 | ||||||||||||
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Skills Insight +3, Perception +3 | ||||||||||||
Illumination. The mote sheds bright light in a 10-foot radius and dim light for an additional 20 feet. As a bonus action, the mote can intensity the light to up to 20 foot radius (shedding dim light for an additional 40 feet), or dim the light to only shed dim light in a 5 foot radius. The mote’s light is overpowered by the darkness spell. Luminescent Form. The mote can move through a space as narrow as 1 inch wide without squeezing. | ||||||||||||
ActionsFlare. Melee Attack: +5 to hit, 1d6 radiant damage. Dazzle. (2/day). The mote flashes in a dazzling display at one creature within 10 feet of the mote that can see it. The target must succeed on a DC 11 Wisdom saving throw take 1d10 radiant damage and be blinded until the end of its next turn. Creatures without eyes or cannot see succeed this saving throw automatically. |
Mote of Water | ||||||||||||
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Tiny elemental | ||||||||||||
Armor Class 10 | ||||||||||||
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Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons | ||||||||||||
Freeze. If the elemental takes 5 or more points of cold damage during a single turn, it partially freezes; its speeds are halved until the end of its next turn, and it loses its resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons for the same duration. Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. It can’t have its speed reduced or be forced to move without using its movement, action, or reaction, except by its Freeze trait. | ||||||||||||
ActionsSlam. Melee Attack: +4 to hit, 1d4+2 bludgeoning damage. |
Octopus | ||||||||||||
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Small beast | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Perception +2, Stealth +4 | ||||||||||||
Hold Breath. While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage. The octopus has advantage on Stealth checks made while underwater. Water Breathing. The octopus can breathe only underwater. | ||||||||||||
ActionsTentacles. Melee Attack: +4 to hit, 1 bludgeoning damage. The target is grappled (escape DC 10) Until this grapple ends, the octopus can’t use its tentacles on another target Ink Cloud (Recharges after a Short Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. |
Oracular Chicken | ||||||||||||
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Tiny beast | ||||||||||||
It looks like a normal chicken, but has divination powers. Peple knowledgable about this draw runew on the ground. Where the chicken nests indicates the future. | ||||||||||||
Armor Class 10 | ||||||||||||
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Clumsy Flyer. A chicken cannot sustain flight for more than one turn. Prophetic. When the oracular chicken is about to nest for the night, and it is in sight of arcane runes symbolising Weal and Woe, you can voice a question about the results of a specific course of action that you plan to take within the next day. Where the oracular chicken chooses to nest gives an omen of your future regarding that choice: Weal, for good results Woe, for bad results Somewhere else, for both, or neither, good and bad results | ||||||||||||
ActionsPeck. Melee Attack: +1 to hit, 1 piercing damage. |
Owl | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 11 | ||||||||||||
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Skills Perception +3, Stealth + 3 | ||||||||||||
Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Hearing and Sight. The owl has advantage on Perception checks that rely on hearing or sight. | ||||||||||||
ActionsTalons. Melee Attack: +3 to hit, 1 piercing damage. |
Poisonous snake | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 13 | ||||||||||||
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Senses Blindsight 10 ft | ||||||||||||
ActionsBite. Melee Attack: +5 to hit, 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 2d4 poison damage on a failed save, or half as much damage on a successful one. |
Quipper | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 13 | ||||||||||||
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Senses Low-light vision 60 ft | ||||||||||||
Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Water Breathing. The quipper can breathe only underwater. | ||||||||||||
ActionsBite. Melee Attack: +5 to hit, 1 piercing damage. |
Rag Doll | ||||||||||||
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Tiny construct | ||||||||||||
Armor Class 11 | ||||||||||||
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Skills Persuasion +5, Stealth +5 | ||||||||||||
False Appearance. While the rag doll remains motionless, it is indistinguishable from a normal stuffed toy. Mimicry. The rag doll can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. | ||||||||||||
ActionsSlam. Melee Attack: +0 to hit, 1 bludgeoning damage. |
Rat | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 10 | ||||||||||||
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Senses Low-light vision 30 ft | ||||||||||||
Keen Smell. The rat has advantage on Perception checks that rely on smell. | ||||||||||||
ActionsBite. Melee Attack: +0 to hit, 1 piercing damage. |
Raven | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Perception +3 | ||||||||||||
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. | ||||||||||||
ActionsBeak. Melee Attack: +4 to hit, 1 piercing damage. |
Sea horse | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 11 | ||||||||||||
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Water Breathing. The sea horse can breathe only underwater. | ||||||||||||
ActionsNone |
Skull Servant | ||||||||||||
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Tiny undead | ||||||||||||
A floating skull. | ||||||||||||
Armor Class 13 | ||||||||||||
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Skills Arcana +3, History +3 | ||||||||||||
Death Burst. When the skull dies, it explodes into jagged bone fragments. Each creature within 5 feet of it must make a DC 12 Dexterity saving throw, taking 1d6 slashing damage on a failed save, or half as much on a success. False Appearance. While the skull remains motionless, it is indistinguishable from an ordinary skull. | ||||||||||||
ActionsBite. Melee Attack: +5 to hit, 1d6+3 piercing damage. Scare (1/day). One creature of the skull’s choice within 20 feet of it must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |
Spider | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Stealth +4 | ||||||||||||
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. | ||||||||||||
ActionsBite. Melee Attack: +4 to hit, 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 1d4 poison damage. |
Squirrel | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 10 | ||||||||||||
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Skills Acrobatics +4, Perception +4, Stealth +4 | ||||||||||||
Keen Smell. The squirrel has advantage on all wisdom checks related to their sense of smell. | ||||||||||||
ActionsBite. Melee Attack: +4 to hit, 1 piercing damage. |
Spidercat | ||||||||||||
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Tiny beast | ||||||||||||
Neither a spider nor a cat, a spiny long-limbed mammal with too many joints. | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Perception +3, Stealth +4 | ||||||||||||
Keen Senses. The spidercat has advantage on Perception checks. Spider Climb. The spidercat can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. | ||||||||||||
ActionsBite. Melee Attack: +4 to hit, 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 1d4 poison damage. |
Shadow Rat | ||||||||||||
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Tiny undead | ||||||||||||
Shadow rats are undead rats that can blend effortlessly into shadows and even reduce their physical form to shadows for a limited time. This creature appears as a rat with rotting flesh, torn and matted fur, and blazing red eyes. Its semitranslucent skin reveals the rat’s discolored bones and muscles. | ||||||||||||
Armor Class 12 | ||||||||||||
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Damage Immunities Poison | ||||||||||||
Cadaver Fever. At the end of a battle, anyone who was bitten by a shadow rat must make a DC 9 Constitution saving throw against disease. Failure indicates the character is infected with cadaver fever. An infected character gains one level of exhaustion immediately and must repeat the saving throw at the end of every long rest. Each failed saving throw adds one more level of exhaustion; a successful saving throw at the end of a long rest means only that the character’s condition doesn’t worsen. The character recovers fully when he or she makes successful saving throws at the ends of two consecutive long rests or when lesser restoration or comparable magic is used on the character. Shadow Blend. A shadow rat becomes invisible when it moves into darkness, dim light, or any other space where it is heavily obscured. | ||||||||||||
ActionsBite. Melee Attack: +4 to hit, 1 piercing damage, and the target may be infected with cadaver fever (see above). Shadow Form (1/day). The shadow rat can assume shadow form for up to 1 hour. While in shadow form, its AC increases to 14, it gains immunity to damage from nonmagical weapons, and can move through solid objects and other creatures as if they were difficult terrain. The shadow rat is destroyed if it is still inside something solid at the end of its turn. |
Tin Soldier | ||||||||||||
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Tiny construct | ||||||||||||
Armor Class 14 (natural armor) | ||||||||||||
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Skills Perception +2 | ||||||||||||
False Appearance. While the tin soldier remains motionless, it is indistinguishable from a normal toy. Formation. The tin soldier has advantage on attack rolls when it is within 5 ft of another tin soldier. | ||||||||||||
ActionsTiny Sword. Melee Attack: +0 to hit, 1 piercing damage. Crossbow Ranged Attack: +3 to hit, range 10/30 ft., 1 piercing damage. |
Tressym | ||||||||||||
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Tiny beast | ||||||||||||
A tressym resembles a small cat, roughly the size of a common housecat. Their primary feature is their wings, that extend from their well-muscled shoulders, and are formed like a bat’s. | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Perception +5, Stealth +4 | ||||||||||||
Detect Invisibility Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight. Poison Sense A tressym can detect whether a substance is poisonous by taste, touch, or smell. | ||||||||||||
ActionsClaws. Melee Attack: +0 to hit, 1 slashing damage. |
Weasel | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 13 Hit Points 1 (1d4 - 1) Speed 30 ft
Skills Perception +3, Stealth +5 Keen Hearing and Smell. The weasel has advantage on Perception checks that rely on hearing or smell. ActionsBite. Melee Attack: +5 to hit, 1 piercing damage. |
Winged Piglet | ||||||||||||
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Tiny fey | ||||||||||||
Armor Class 12 (natural armor) | ||||||||||||
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Skills Investigation +2, Survival +4 | ||||||||||||
Epicurean. While resting in a wilderness, the piglet can assist a creature forage for food; roll a d20, and use its results to determine the following: Keen Smell. The pig has advantage on Perception checks that rely on smell. | ||||||||||||
ActionsBite. Melee Attack: +3 to hit, 1d4+1 piercing damage. |
Winged Monkey | ||||||||||||
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Tiny beast | ||||||||||||
Armor Class 12 | ||||||||||||
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Skills Acrobatics +4, Performance +2, Sleight of Hand +4 | ||||||||||||
Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is adjacent to the creature and the ally isn’t incapacitated. | ||||||||||||
ActionsBite. Melee Attack: +1 to hit, 1d4-1 piercing damage. |
Yarn Golem | ||||||||||||
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Tiny construct | ||||||||||||
Armor Class 12 | ||||||||||||
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Damage Resistance poison, piercing | ||||||||||||
False Appearance. While the golem remains motionless, it is indistinguishable from a normal ball of yarn. Mutable Form. Whenever a spell or effect would alter the golem’s form, the effect works as normal, except that the new form is always made out of a tangle of yarn. | ||||||||||||
ActionsTangle. Melee Attack: +4 to hit, the target is restrained (escape DC 12). |