Find Familiar Options
- Almiraj
Almiraj
Small Beast, Unaligned
AC 13
Initiative +3
HP 3 (1d6)
Speed 50 ft.
STR 2 (-4)
DEX 16 (+3)
CON 10 (+0)
INT 2 (-4)
WIS 14 (+2)
CHA 10 (+0)
Skills Perception +4, Stealth +5
Senses Darkvision 30 ft., Passive Perception 14
Languages —
CR 0 (XP 10; PB +2)
Traits
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Horn. Melee Attack Roll: +5, reach 5 ft. Hit: 5 (1d4 + 3) Piercing damage. - Bat
- Cat
- Crab
Crab
Tiny Beast, Unaligned
AC 11
Initiative +0
HP 3 (1d4 + 1)
Speed 20 ft., Swim 20 ft.
STR 6 (-2)
DEX 11 (+0)
CON 12 (+1)
INT 1 (-5)
WIS 8 (-1)
CHA 2 (-4)
Skills Stealth +2
Senses Blindsight 30 ft., Passive Perception 9
Languages —
CR 0 (XP 10; PB +2)
Traits
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Attack Roll: +2, reach 5 ft. Hit: 1 Bludgeoning damage. - Frog
- Hawk
- Lizard
- Octopus
- Owl
- Quipper (Piranha)
Quipper
Tiny Beast, Unaligned
AC 13
Initiative +3
HP 1 (1d4 - 1)
Speed 0 ft., Swim 40 ft.
STR 2 (-4)
DEX 16 (+3)
CON 9 (-1)
INT 1 (-5)
WIS 7 (-2)
CHA 2 (-4)
Senses Darkvision 60 ft., Passive Perception 8
Languages —
CR 0 (XP 10; PB +2)
Traits
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.
Actions
Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Piercing damage. - Rat
- Raven
- Snake
Snake
Tiny Beast, Unaligned
AC 12
Initiative +2
HP 4 (1d6 + 1)
Speed 30 ft., Swim 30 ft.
STR 2 (-4)
DEX 15 (+2)
CON 11 (+0)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Skills Stealth +4
Senses Blindsight 10 ft., Passive Perception 10
Languages —
CR 0 (XP 10; PB +2)
Actions
Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Piercing damage. - Spider
- Weasel
Pact of the Chain Additional Forms
If you are a Warlock with the Pact of the Chain Eldritch Invocation, you also have the forms listed below that your familiar can take.- Crawling Hand
Crawling Hand
Tiny Undead, Neutral Evil
AC 12
Initiative +2
HP 5 (2d4)
Speed 30 ft., Climb 30 ft.
STR 13 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 5 (-3)
WIS 10 (+0)
CHA 4 (-3)
Immunities Poison; Blinded, Charmed, Exhaustion, Poisoned
Senses Blindsight 30 ft. (blind beyond this radius), Passive Perception 10
Languages understands Common but can't speak
CR 0 (XP 10; PB +2)
Traits
Need a Hand. If the hand takes the Help action and chooses to assist an attack roll, the next attack roll by one of its Allies against that enemy gains an additional +2 bonus to the roll.
Turn Immunity. The hand is immune to effects that turn undead.
Actions
Claw. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Bludgeoning or Slashing damage (hand's choice). - Imp
Imp
Tiny Fiend (Devil), Lawful Evil
AC 13
Initiative +3
HP 25 (10d4)
Speed 20 ft., Fly 40 ft.
STR 6 (-2)
DEX 17 (+3)
CON 13 (+1)
INT 11 (+0)
WIS 12 (+1)
CHA 14 (+2)
Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft., Passive Perception 11
Languages Common, Infernal
CR 1 (XP 200; PB +2)
Traits
Devil's Sight. Magical Darkness doesn't impede the imp's Darkvision.
Magic Resistance. The imp has Advantage on saving throws against spells and other magical effects.
Actions
Sting. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage plus 7 (2d6) Poison damage.
Change Shape. The imp changes into a form that resembles a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its statistics are the same in each form, except for its Speed. Any equipment it's wearing or carrying isn't transformed. The imp reverts to its true form if it dies.
Invisibility. The imp casts Invisibility on itself, requiring no spell components and using Charisma as the spellcasting ability. - Pseudodragon
- Quasit
- Record-Hunter
*Adapated from Genuine Fantasy Press
Record-Hunter
Tiny Construct, Neutral
AC 16
Initiative +3
HP 21 (6d4 + 6)
Speed 30 ft.
STR 10 (+0)
DEX 16 (+3)
CON 13 (+1)
INT 16 (+3)
WIS 12 (+1)
CHA 11 (+0)
Skills Perception +3, Stealth +7
Resistances Psychic, Necrotic
Immunities Poison; Blinded, Charmed, Deafened, Frightened, Poisoned, Exhaustion
Senses Blindsight 10 ft., Passive Perception 13
Languages understands Common and those known by its master, but can't speak
CR 1 (XP 200; PB +2)
Traits
Living Paper. While the record-hunter remains motionless, it is indistinguishable from an ordinary origami figurine or pile of papers.
Magic Resistance. The recrd-hunter has Advantage on saving throws against spells and other magical effects.
Seek Knowledge. The record-hunter intuitively knows the layout of any library it enters, and the location of all written works within (excluding the Accursed Archive). Additonally, when new secrets are discovered, the record-hunter writes it into its body so that in a later future, its body can be later retrieved and bound into one of the many books part of the Accursed Archive.
Actions
Silent Secret. Wisdom Saving Throw: DC 13, one creature the record-hunter can see within 30 feet. Failure: The target takes 5 (1d10) Psychic damage and gains the Muted condition until the start of the record-hunter's next turn.
Folding Figure. The record-hunter folds itself into an origami figure of any shape or creature. Its statistics remain the same in any form, unless the form has wings (Speed 15 ft., Fly 30 ft.), at which point its Speed changes. - Skeleton
- Slaad Tadpole
- Sphinx of Wonder
- Sprite
- Tressym
Tressym
Tiny Monstrosity, Chaotic Neutral
AC 12
Initiative +2
HP 5 (2d4)
Speed 40 ft., Climb 30 ft., Fly 40 ft.
STR 3 (-4)
DEX 15 (+2)
CON 10 (+0)
INT 11 (+0)
WIS 12 (+1)
CHA 12 (+1)
Skills Perception +5, Stealth +4
Immunities Poison; Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages understands Common but can't speak
CR 0 (XP 10; PB +2)
Traits
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. The tressym can detect whether a substance is poisonous by taste, touch, or smell.
Actions
Scratch. Melee Attack Roll: +4, reach 5 ft. Hit: 1 Slashing damage. -
Wiggly Cube- WIP*Adapated from Genuine Fantasy PressWiggly Cube
Small Ooze, Neutral
AC 8
Initiative -2
HP 45 (6d6 + 24)
Speed 25 ft.
STR 14 (+2)
DEX 6 (-2)
CON 18 (+4)
INT 8 (-1)
WIS 10 (+0)
CHA 11 (+0)
Immunities Acid, Bludgeoning, Cold, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 10
Languages understands Common and Ooze, and has Telepathy with a range of 10 ft., but can't speak otherwise
CR 1 (XP 200; PB +2)
Traits
Corrosive Form. A creature that hits the wiggly cube with a melee attack while within 5 feet of it takes 4 (1d8) Acid damage. Additionally, the cube can eat through 1-inch thick nonmagical wood or metal in one round.
Magic Resistance. The wiggly cube has Advantage on saving throws against spells and other magical effects.
Ooze Cube. The wiggly cube occupies its entire space whenever it is Medium or larger. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has Disadvantage on the saving throw.
Creatures inside the cube can be seen but have Total Cover.
A creature within 5 feet of the cube can take an Action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength (Athletics) check, and the creature making the attempt takes 4 (1d8) Acid damage.
The cube can only hold one creature equal to its Size, or four creatures of one or more Sizes smaller than itself.
Squishy. The wiggly cube is Immune to Fall damage.
Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved or attacked. A creature that tries to enter the cube's space while unaware of it is Suprised by the cube.
Actions
Pseudopod. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Acid damage.
Engulf. The wiggly cube moves up to its Speed. While it does so, it can enter the spaces of other creatures. Whenever the cube enters the space of a Hostile creature, and the creature is of the same Size or smaller than the cube, it must make a DC 12 Dexterity saving throw. If it succeeds, it can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed save.
On a failed save, the cube enters the creature's space, the creature takes 4 (1d8) Acid damage, and the creature is engulfed. While engulfed this way, the creature can't breathe, has the Restrained condition, and it takes 14 (3d8) Acid damage at the start of each of the wiggly cube's turns. When the cube moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an Action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube. - Venomous Snake
Gazer
Gazer CR: 1/2
STR
3 -4
DEX
17 +3
CON
14 +2
INT
3 -4
WIS
10 +0
CHA
7 -2
Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it: 1. Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls. 2. Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn. 3. Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage. 4. Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.