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Thenidiel
2014-12-02, 06:13 PM
I was disappointed that the Great Old One didn't receive any themed familiars, so I made some of my own. I'm relatively new to D&D, what do you think of them?

Piper Flumph
Tiny aberration, chaotic neutral

Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed 20 ft., fly 40 ft.

STR 6 (-2)
DEX 15 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 14 (+2)
CHA 11 (+0)

Skills Arcana +4, History +4, Religion +4, Stealth +5
Damage Resistances acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities charmed
Senses darkvision 60 ft., Passive Perception 12
Languages understands Deep Speech but can’t speak, telepathy 60 ft.
Challenge 1 (200 XP)

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.

Magic Resistance. The flumph has advantage on saving throws against spells and other magical effects.

Strange Senses. Magical darkness doesn’t impede the flumph’s darkvision.

Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Invisibility. The flumph magically turns invisible until it attacks or uses Stench Spray, or until its concentration ends (as if concentrating on a spell). Any equipment the flumph wears or carries is invisible with it.

Variant: Piper Flumph Familiar
Some piper flumphs are willing to serve spellcasters as a familiar. Such flumphs have the following trait.
Familiar. The flumph can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the flumph senses as long as they are within 1 mile of each other. While the flumph is within 10 feet of its companion, the companion shares the flumph’s Magic Resistance trait. At any time and for any reason, the flumph can end its service as a familiar, ending the telepathic bond.

Lesser Gibbering Mouther
Tiny aberration (shapechanger), unaligned

Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed 10 ft., swim 10 ft.


STR 10 (+0)
DEX 8 (-1)
CON 16 (+3)
INT 3 (-4)
WIS 10 (+0)
CHA 6 (-2)

Skills Stealth +5
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities blinded, charmed, prone
Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 10
Languages understands Deep Speech but can’t speak it
Challenge 1 (200 XP)

Shapechanger. The mouther can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30ft.), an owl (5 ft., fly 60 ft.), or an octopus (5 ft., swim 30ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Limited Telepathy. The mouther can psionically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Magic Resistance. The mouther has advantage on saving throws against spells and other magical effects.

Strange Senses. Magical darkness doesn’t impede the mouther’s darkvision.

Actions
Slam (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Variant: Lesser Gibbering Mouther Familiar
Some lesser gibbering mouthers are willing to serve spellcasters as a familiar. Such mouthers have the following trait.
Familiar. The mouther can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the mouther senses as long as they are within 1 mile of each other. While the mouther is within 10 feet of its companion, the companion shares the mouther’s Magic Resistance trait. At any time and for any reason, the mouther can end its service as a familiar, ending the telepathic bond.

Inchoroi
2014-12-10, 10:42 PM
I was disappointed that the Great Old One didn't receive any themed familiars, so I made some of my own. I'm relatively new to D&D, what do you think of them?

Piper Flumph
Tiny aberration, chaotic neutral

Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed 20 ft., fly 40 ft.

STR 6 (-2)
DEX 15 (+2)
CON 10 (+0)
INT 14 (+2)
WIS 14 (+2)
CHA 11 (+0)

Skills Arcana +4, History +4, Religion +4, Stealth +5
Damage Resistances acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities charmed
Senses darkvision 60 ft., Passive Perception 12
Languages understands Deep Speech but can’t speak, telepathy 60 ft.
Challenge 1 (200 XP)

Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.

Magic Resistance. The flumph has advantage on saving throws against spells and other magical effects.

Strange Senses. Magical darkness doesn’t impede the flumph’s darkvision.

Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

Actions
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

Invisibility. The flumph magically turns invisible until it attacks or uses Stench Spray, or until its concentration ends (as if concentrating on a spell). Any equipment the flumph wears or carries is invisible with it.

Variant: Piper Flumph Familiar
Some piper flumphs are willing to serve spellcasters as a familiar. Such flumphs have the following trait.
Familiar. The flumph can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the flumph senses as long as they are within 1 mile of each other. While the flumph is within 10 feet of its companion, the companion shares the flumph’s Magic Resistance trait. At any time and for any reason, the flumph can end its service as a familiar, ending the telepathic bond.

Lesser Gibbering Mouther
Tiny aberration (shapechanger), unaligned

Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed 10 ft., swim 10 ft.


STR 10 (+0)
DEX 8 (-1)
CON 16 (+3)
INT 3 (-4)
WIS 10 (+0)
CHA 6 (-2)

Skills Stealth +5
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities psychic
Condition Immunities blinded, charmed, prone
Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 10
Languages understands Deep Speech but can’t speak it
Challenge 1 (200 XP)

Shapechanger. The mouther can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30ft.), an owl (5 ft., fly 60 ft.), or an octopus (5 ft., swim 30ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Limited Telepathy. The mouther can psionically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

Magic Resistance. The mouther has advantage on saving throws against spells and other magical effects.

Strange Senses. Magical darkness doesn’t impede the mouther’s darkvision.

Actions
Slam (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

Variant: Lesser Gibbering Mouther Familiar
Some lesser gibbering mouthers are willing to serve spellcasters as a familiar. Such mouthers have the following trait.
Familiar. The mouther can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the mouther senses as long as they are within 1 mile of each other. While the mouther is within 10 feet of its companion, the companion shares the mouther’s Magic Resistance trait. At any time and for any reason, the mouther can end its service as a familiar, ending the telepathic bond.

I want Morph from Treasure Planet as my Great Old One familiar.

http://i.imgur.com/nVFupFr.gif

Bhu
2014-12-11, 03:37 AM
I like the idea behind this! The world needs more abberant familiars.