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sleepyhead
2019-02-12, 02:21 PM
Just some neat ideas for some extra familiars, Feel free to add some of your own or simply suggest some ideas.


Tiny beast, NN
Armor Class 10
Hit Points 2 (1d4)
Speed 30 ft.
3 STR
11 DEX
12 CON
2 INT
12 WIS
13 CHA

Senses passive Perception 11
Skills Perception +3, Acrobatics +3
Challenge 0 (10 XP)
Slow Fall: Ignore the first 30ft. of falling damage.
High Jump: Chickens can jump up to 6 ft.
Actions
Beck. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.


Tiny beast, NN
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft.
3 STR
16 DEX
9 CON
2 INT
12 WIS
5 CHA

Senses passive Perception 11
Skills Perception +3, Stealth +3
Challenge 0 (10 XP)
Swift: Rabbits that take the run action can travel 80 ft.


Tiny beast, NN
Armor Class 11
Hit Points 1
Speed 5 ft., fly 30 ft.
1 (-5) STR
13 (+1) DEX
4 (-3) CON
1 (-5) INT
12 (+1) WIS
7 (-2) CHA
Senses Darkvision 60 Ft., passive Perception 11
Challenge 0 (10 XP)


Tiny beast, NN
Armor Class 12
Hit Points 1
Speed 20 ft., climb 20 ft. fly 30ft.
1 (-5) STR
15 (+2) DEX
14 (+2) CON
1 (-5) INT
11 (0) WIS
2 (-5) CHA

Senses Darkvision 30 Ft., passive Perception 9
Challenge 0 (10 XP)


Tiny beast, NN
Armor Class 12
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
3 STR
15 DEX
8 CON
1 INT
12 WIS
6 CHA

Senses passive Perception 11
Challenge 0 (10 XP)
Slow dissent: Flying Squirrels have permanent Feather fall and can move 40ft. while falling.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) piercing damage.



Tiny Mimic


Tiny monstrosity, NN
Armor Class 12
Hit Points 4 (1d4)
Speed 30 ft.
13 STR
12 DEX
12 CON
8 INT
12 WIS
8 CHA

Senses passive Perception 11
Damage Immunities acid
Condition Immunities prone
Challenge 0 (10 XP)

Shapechanger. 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

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Pseudopod. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: (1d1) bludgeoning damage.




Small plant creature from JKR's fantastic creatures and where to find them
here

Tiny plant, NN
Armor Class 11
Hit Points 1
Speed 20 ft., climb 20 ft.
1 (-5) STR
12 (+1) DEX
12 (+1) CON
6 (-2) INT
11 (0) WIS
2 (-5) CHA

Senses Darkvision 30 Ft., passive Perception 9
Challenge 0 (10 XP)
Actions
False Appearance. While the bowtruckle remains motionless, it is indistinguishable from a normal twig.
Slash. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.




Another Fantastic beast and where to find them beast wasnt sure what to call them so went with fey

Niffler
Tiny fey, Chaotic neutral
Armor Class 11
Hit Points 10 (3d4+3)
Speed 30 ft., burrow 5 ft.
6 (-2) STR
12 (+1) DEX
12 (+1) CON
8 (-1) INT
14 (+2) WIS
8 (-1) CHA

Senses Darkvision 30 Ft., passive Perception 12
Challenge 0 (10 XP)
Pouch: A niffler can store up to 100 pounds, similar to a bag of holding. (nifflers can go threw an extradimensional space without issue)
Treasure Sense: A niffler can magically detect any object within 120 ft. radius of it self worth more then 20 gp
Variant: Familiar. The niffler can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the niffler senses as long as they are within 1 mile of each other. While the niffler is within 10 feet of its companion, the companion shares the nifflers Treasure Sense trait. At any time and for any reason, the niffler can end its service as a familiar, ending the telepathic bond.

Actions
Slash. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: (1d4) slashing damage.


Spook
Small undead, any alignment
Armor Class 11
Hit Points 9 (2d4+3)
Speed 0 ft., fly 40 ft. It can hover.
STR 4 (-3)
DEX 13 (+1)
CON 10 (0)
INT 10(0)
WIS 12 (+1)
CHA 17(+3)

Damage Immunities cold, necrotic, poison
Senses darkvision 60 ft.
Languages any languages it knew in life
Challenge 1 (200 XP)
Damage Resistances acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Ethereal Sight. The Spook can see 60 ft. into the Ethereal Plane when it is on the Material Plane.

Incorporeal Movement. The Spook can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variant: Familiar. The spook can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the spook's senses as long as they are within 1 mile of each other. While the spook is within 10 feet of its master, the master shares the spook's Ethereal Sight trait. At any time and for any reason, the spook can end its service as a familiar, ending the telepathic bond.


Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) necrotic damage.

Etherealness. The Spook enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature of its choice within 30 ft. of the Spook that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this Spook’s Horrifying Visage for the next 24 hours.



Air Elemental
Tiny Elemental, NN
Armor Class 13
Hit Points 10 (3d4+1)
Speed 0 ft., Flying 30 ft. (hover)
12 STR +1
16 DEX +3
12 CON +1
3 INT -3
10 WIS 0
3 CHA -3

Damage Resistances lightning, thunder
Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses Darkvision 30 passive Perception 10
Challenge ? ( XP)

Windy Blows. Whenever the Air Elemental hits a creature it can be pushed up to 5ft in any direction.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 1) bludgeoning damage.

Whirlwind (Once Per Long rest). Each creature within 5ft the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 7 (1d8 + 1) bludgeoning damage and is flung up 10 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d4) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

Familiar. The air elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Windy Blows trait.


Earth Elemental
Tiny Elemental, NN
Armor Class 15
Hit Points 12 (3d4+3)
Speed 30 ft., Burrow 30 ft.
14 STR +2
8 DEX -1
16 CON 3
3 INT -3
10 WIS 0
3 CHA -3

Damage Immunities poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses Darkvision 30 passive Perception 10
Challenge ? ( XP)

Extra Attack. If an Earth Elemental's master is at least 5th level the Earth Elemental gains an additional attack.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 2) bludgeoning damage.

Familiar. The earth elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Extra Attack trait.


Fire Elemental
Tiny Elemental, NN
Armor Class 12
Hit Points 10 (3d4+1)
Speed 30 ft.
10 STR +0
14 DEX -2
12 CON +1
3 INT -3
10 WIS 0
3 CHA -3

Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses Darkvision 30 passive Perception 10
Challenge ? ( XP)

Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 3 (1d4) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 3 (1d4) fire damage and catches fire, until someone takes an action to douse the fire, the creature takes 3 (1d4) fire damage at the start of each of its turns.

Touch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) fire damage. If the target is a flammable object, it ignites. Until a creature takes an action to douse the fire, the object takes 3 (1d4) fire damage at the start of the elemental's turn.

Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Familiar. The fire elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Fire Form trait.



Water Elemental
Tiny Elemental, NN
Armor Class 12
Hit Points 10 (3d4+1)
Speed 30 ft. Swim 90ft.
14 STR +2
12 DEX +1
12 CON +1
3 INT -3
10 WIS 0
3 CHA -3

Damage Immunities acid
Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses Darkvision 30 passive Perception 10
Challenge ? ( XP)

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 2) bludgeoning damage.

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.

Whelm (Once Per Day). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 8 (1d8 + 2) bludgeoning damage. If it is Medium or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
At the start of each of the elemental's turns, the target grappled by it takes 8 (1d6 + 2) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

Familiar. The water elemental can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the elemental senses as long as they are within 1 mile of each other. While the elemental is within 10 feet of its master, the master shares the elemental's Water Form trait.




More on the way

MagneticKitty
2019-02-12, 03:38 PM
[.Spoiler=title of spoiler.]contents of spoiler [./spoiler.] Remove the periods

Let's see if this works. Also wouldn't mind seeing a flying squirrel? Maybe feather fall.

sleepyhead
2019-02-13, 09:11 AM
[.Spoiler=title of spoiler.]contents of spoiler [./spoiler.] Remove the periods

Let's see if this works. Also wouldn't mind seeing a flying squirrel? Maybe feather fall.
^
Thanks l
added the flying squirrel