Naar Familiars

by Blackbando

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Candle Slime

Tiny ooze, unaligned


  • Armor Class 7
  • Hit Points 26 (4d4 + 16)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
5 (–3) 4 (–3) 19 (+4) 5 (–3) 6 (–2) 2 (–4)

  • Damage Vulnerabilities cold
  • Damage Resistances acid
  • Damage Immunities fire
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
  • Languages understands the languages of its creator but can't speak
  • Challenge 1/8 (25 XP)

Candlelight. The candle slime emanates bright light for 20 feet, and dim light for 20 feet after that.

Innate Spellcasting. The candle slime's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: produce flame (1st level)

Actions

Pseudopod. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 4 (2d6 - 3) fire damage.

Candle Slime

Appearing like a waxy blob with a small wick and flame on top of it, a candle slime is an alchemical ooze typically created for the purpose of providing light, companionship, or something else that the alchemist wishes from their creation.

Limited Intelligence. While a candle slime cannot speak, it can understand languages and commands to a degree, and is usually subservient to an alchemist that has created it. To a candle slime, there is nothing greater in life than to serve its creator, and while its fighting ability is unimpressive, it still can make a worthwhile servant.

Candle Slime Familiars

When a creature casts the find familiar spell, as well as the usual options for familiars, candle slimes are also available.

Hawkmoth

While most creatures on the continent are hostile to those that aren't of their kind, some species have no innate ferociousness to them. The most prominent and popular of these beasts are the timid hawkmoth; moths the size of hawks, with intelligence similar to that of a wolf.

Friends to Humanoids. Before the destruction of Morta, plenty of beasts were tameable and seen as pets by many, with one of the most common being the cat or dog. However, on Al'Naar, few of these canines and felines still live, and instead, the pet of choice for many is the hawkmoth. Hawkmoths adore affection and lights, and as such, they love to be around intelligent humanoids, as they will receive both of these delights on a regular basis.

Endangered by Electricity. One source of light that hawkmoths love is that of electric lights, whether it be from lamps, bulbs, or any other source. However, while they may love to touch and gaze at these lights, it is exceptionally dangerous for them to be around them; hawkmoths have bodies that can conduct electricity in such a way that it is likely for them to be hurt, or even die, if they get it too close to their body. For this reason, any hawkmoth owners must be vigilant in watching their pets around electric lights.

Hawkmoth Familiars

When a creature casts the find familiar spell, as well as the usual options for familiars, hawkmoths are also available.


Hawkmoth

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6 + 0)
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (–2) 15 (+2) 10 (+0) 3 (–4) 13 (+1) 7 (–2)

  • Skills Stealth +4
  • Damage Vulnerabilities lightning
  • Senses darkvision 30 ft., passive Perception 11
  • Languages
  • Challenge 1/8 (25 XP)

Allured by Light. When the hawkmoth starts its turn within 30 feet of a source of bright light, it must succeed on a DC 10 Wisdom saving throw, or it will fly towards and touch the light. If the hawkmoth is trained and is commanded to do a task, or is in combat, then it automatically succeeds on this saving throw.

Sand Camouflage. The hawkmoth has advantage on all Dexterity (Stealth) checks made while it is on sand.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Primordial Birds

With wings of acid, darkness, electricity, fire, or ice, primordial birds are one of the most powerful species that roam the desert. While their wyrmlings might be seen as pets to those who possess the magical power to contain them, the adults and elders of this species are feared for their elemental might. Primordial birds stay hatchlings for about two decades, becoming mature at that point, and once they have reached a century of life, they become an elder, which can seemingly live forever. When an adult or elder primordial bird is destroyed, they crumble into a pile of mineral eggs, each of which will hatch in a few months into a new hatchling primordial bird.

Each of the 5 elements has a primordial bird created from what form of energy it closest resembles; air's lightning, earth's acid, fire's flame, water's frost, and shadow's darkness. Different kinds of personalities manifest from these different energies, meaning that one kind of primordial bird will have a tendency to act in different ways to others.

Acid Bird

An acid bird, also called a Hamiyir, is infused with the energy of earth, being made out of a deep green acidic liquid. They tend towards lawful natures, their thoughts and mannerisms being as old and stubborn as the earth itself.

Gentle Kings. Haimiyirs tend to see themselves as being the only beings wise and noble enough to rule over mortals, and as such, they try to rule over other beings whenever possible. Hatchlings will usually try to dictate different parts of their caretaker's life, such as giving them certain deeds to do at specific times. Meanwhile, adults and elders will usually try to rule over groups of people; adults typically settling for small bands of less than 20 people, and elders trying to rule over entire villages.

Flame Bird

A flame bird, also called a Iahiyir, is created out of blistering fire, burning with the power of the world's flame. They tend towards being chaotic, being anarchistic in nature, having the freedom of a blazing wildfire.

Fiery Freedom. Iahiyirs desire nothing more than to be granted as much freedom as they possibly can have, whether it be freedom to fly around as they please, or freedom to do what they want. Hatchlings will refuse to go inside of cages or confined spaces, and one that is forced inside these consistently will either become traumatized or will attempt to attack its caretaker. Meanwhile, adults and elders will try to free themselves from any sort of bindings, constantly attacking at the World's Edge, though they will never succeed in breaking it.

Frost Bird

A frost bird, also called a Saqiyir, is made from water and ice, reflecting the serenity of the ocean and its glaciers. They tend towards neutral natures, usually being exceptionally calm and collected in most situations.

Keepers of Words. Saqiyirs admire history and stories, being one of the only primordial birds that learn to read. Hatchlings will usually constantly demand new books to read, or try to visit any nearby libraries often. Adults and elders will tend to create their own hoards of knowledge, collecting as many tomes and scrolls as they can possibly find, with a few elders even taking entire libraries.

Lightning Bird

A lightning bird, also called a Bariyir, is made out of clouds and electricity, glowing with the might of the air's storms. They tend towards chaotic tendencies, reflecting the sudden changes of the wind and the ferocity of a hurricane.

Thrillchasers. Bariyirs love the thrill of danger, and try to experience as much of it as possible. Hatchlings tend to ignore any sort of safety precautions given by their caretakers, sometimes even seeing warnings as challenges. Adults and elders are more wise in their thrill seeking, avoiding something that would certainly kill them, but still taking risks; dueling other primordial birds for nothing more than sport, challenging beasts larger than themselves, among other things.

Shadow Bird

A shadow bird, also called a Ziliyir, is made out of swirling darkness, giving it a choking aura of despair. They tend to be evil alignments, due to the viciousness shown by most shadow elementals.

Wickedness Given Form. Ziliyirs enjoy nothing more than to spread chaos and conflict among other beings. Hatchlings will usually perform malicious acts and trickery on their caretakers, and attempt to spread the blame to others. Adults and elders tend to commit horrid atrocities and crimes, such as practicing necromancer or killing random organic beings.


Primordial Bird Hatchling

Tiny elemental, any alignment


  • Armor Class 13
  • Hit Points 5 (2d4 + 0)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (–3) 16 (+3) 10 (+0) 5 (–3) 14 (+2) 8 (–1)

  • Senses darkvision 30 ft., passive Perception 12
  • Languages the dialect of Primordial for its element
  • Challenge 0 (10 XP)

Primordial Absorption. When the primordial bird takes damage of a type that it is immune to, it regains hit points equal to the amount of damage it would've taken.

Actions

Talon. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 damage.

Elemental Templates

The statblocks shown in this document for primordial birds are a blank template, not resembling any element. To make a primordial bird, you must give the templates the listed changes for each element:

Air. The primordial bird is immune to lightning and thunder damage, and its attacks deal lightning damage.

Earth. The primordial bird is immune to acid damage, and its attacks deal acid damage.

Fire. The primordial bird is immune to fire damage, and its attacks deal fire damage.

Water. The primordial bird is immune to cold damage, and its attacks deal cold damage.

Shadow. The primordial bird is immune to necrotic damage, and its attacks deal necrotic damage.

Nightfish

When one looks upon the night sky, you can often see blue glowing lights among the stars, with shifting black forms covering the moon. These forms are known as nightfish, one of the many originally aquatic species that have adapted to Al'Naar's elemental nature and lack of water, granting them a form of flight.

Charming Glow. While nightfish typically fly high in the sky, a lot of their prey tends to be on the ground--typically smaller beasts, such as lizards and jackals--and so nightfish approach their prey by rapidly swooping down in front of the creature. The bite of a nightfish is not particularly powerful, so to kill their prey, a nightfish will emit a powerful light from its lure that makes its target wish to rub the nightfish's skin. If the creature fails to resist the temptation, it will rub the skin of the nightfish, the rough, sharp hide of its hunter slowly tearing through its flesh, as the nightfish bites down repeatedly on parts of its prey, until it is killed, at which point the nightfish will feed.


Adult Nightfish

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 59 (7d10 + 21)
  • Speed 5 ft., fly 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 3 (–4) 10 (+0) 14 (+2)

  • Damage Vulnerabilities lightning
  • Senses darkvision 120 ft., passive Perception 10
  • Languages
  • Challenge 2 (450 XP)

Coarse Hide. If a creature starts its turn grappling the nightfish, or touches it (such as from an unarmed strike or its Dazzling Light action), the creature takes 7 (2d6) slashing damage.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.

Dazzling Light (Recharge 5-6). The nightfish's lure flashes a brilliantly appealing light in a 15-foot cone emanating from itself. All creatures in the cone must succeed on a DC 12 Wisdom saving throw, or be charmed by the nightfish for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. While a creature is charmed by the nightfish, it must use all of its movement to move towards the nightfish, and use its action to try and touch the nightfish.


Young Nightfish

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 5 ft., fly 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 2 (–4) 8 (–1) 11 (+0)

  • Damage Vulnerabilities lightning
  • Senses darkvision 90 ft., passive Perception 9
  • Languages
  • Challenge 1/2 (100 XP)

Coarse Hide. If a creature starts its turn grappling the nightfish, or touches it (such as from an unarmed strike or its Dazzling Light action), the creature takes 3 (1d6) slashing damage.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Dazzling Light (Recharge 6). The nightfish's lure flashes a brilliantly appealing light in a 15-foot cone emanating from itself. All creatures in the cone must succeed on a DC 10 Wisdom saving throw, or be charmed by the nightfish for 1 minute. A creature can repeat its saving throw at the end of each of its turns, ending the effect on a success. While a creature is charmed by the nightfish, it must use all of its movement to move towards the nightfish, and use its action to try and touch the nightfish.

Sandworms

On the continent, there are few sounds more horrifying to a traveler than a cacophony of burrowing through sand, for when this is heard, giant toothed worms the size of wolves will spring from the ground soon after. These beasts, the bane of travelers and merchants alike, are known as sandworms, and they are seen as a symbol of destruction and gluttony on the continent.

Crowned Sandworms. Some sandworms have a spike made out of bone piercing out from the top of their head, similarly to a horn, though far harder and sharper than most. These sandworms, known as crowned sandworms, are smart enough to understand other beings, and typically lead other sandworms through bullying them into submission, and can communicate with them through barks and growls. Crowned sandworms will often try to use weaker but more intelligent beings, such as humans, to acquire food for them, as payment for the sandworm not tearing into their flesh.

Tamed Sandworms. Despite their relatively simple minds and destructive nature, many beings find sandworms desirable as companions; a tamed sandworm is exceptionally loyal, their tremorsense makes them excellent at both guarding and hunting, and they will consume almost any kind of meat, meaning that they can both handle vermin problems and use said vermin as their meals. No race has mastered sandworm taming more than the aarakocra, as despite their elemental differences, their mutual mindset of being wandering scavengers have made lone sandworms and aarakocra band together often.

Cultural Sandworms. Sandworms commonly appear in aspects of Al'Naar's culture, especially among the old ruins from the Age of Dust, and areas with a large concentration of aarakocra. Usually, buildings dedicated to food and eating, such as buffets and restaurants, feature symbols or pictures of sandworms and their jawed maws, or even the sandworms themselves being served, as if those who eat in the establishment are consuming their own gluttonous urges. Many symbols for guards and knights will also depict sandworms, but in a more negative light; usually, the worm will be damaged or dying in some way, showing that the soldier ends the lives of those who bring wanton destruction.


Sandworm

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 13 (2d8 + 4)
  • Speed 15 ft., burrowing 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 3 (–4) 8 (–1) 6 (–2)

  • Damage Resistances acid
  • Senses tremorsense 60 ft., blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 1/4 (50 XP)

Sandy Camouflage. The sandworm has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Soil Glide. The sandworm can burrow through nonmagical, unworked soil and sand. While doing so, the sandworm doesn’t disturb the material it moves through.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) piercing damage.

Vomit (1/day). The sandworm spews acidic bile in 15-foot cone emanating from itself, forcing all creatures within the radius to succeed on a DC 12 Dexterity saving throw or take 7 (2d6) acid damage, taking half the acid damage on a successful save.


Crowned Sandworm

Large beast, chaotic neutral


  • Armor Class 16 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 15 ft., burrowing 50 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 6 (–2) 8 (–1) 12 (+1)

  • Skills Intimidation +5
  • Damage Resistances acid
  • Senses tremorsense 60 ft., blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Primordial but can't speak it
  • Challenge 2 (450 XP)

Sandy Camouflage. The sandworm has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Soil Glide. The sandworm can burrow through nonmagical, unworked soil and sand. While doing so, the sandworm doesn’t disturb the material it moves through.

Worm Nobility. The sandworm can communicate to other sandworms verbally, and can understand simple concepts and emotions from them.

Actions

Multiattack. The sandworm can make one bite attack one attack using its crown.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) piercing damage.

Crown. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Vomit (Recharge 6). The sandworm spews acidic bile in 30-foot cone emanating from itself, forcing all creatures within the radius to succeed on a DC 13 Dexterity saving throw or take 17 (5d6) acid damage, taking half the acid damage on a successful save.


Dire Sandworm

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 25 ft., burrowing 75 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 3 (–4) 8 (–1) 6 (–2)

  • Skills Athletics +6
  • Damage Resistances acid
  • Senses tremorsense 60 ft., blindsight 30 ft. (blind beyond this radius), passive Perception 9
  • Languages
  • Challenge 1 (200 XP)

Sandy Camouflage. The sandworm has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.

Soil Glide. The sandworm can burrow through nonmagical, unworked soil and sand. While doing so, the sandworm doesn’t disturb the material it moves through.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Vomit (1/day). The sandworm spews acidic bile in 15-foot cone emanating from itself, forcing all creatures within the radius to succeed on a DC 13 Dexterity saving throw or take 14 (4d6) acid damage, taking half the acid damage on a successful save.

Scoribeast

One of the most integral animals to the people of the continent, scoribeasts are docile creatures with a very hostile appearance. They look like a cross between a crab and a scorpion, and are used as Al'Naar's replacement for horses; hooves cannot easily travel on the sands for long periods of time, but the sharp feet of the scoribeast easily can. Many workers have learned how to handle these gentle giants, for those who travel will need to mount them if they wish to get anywhere in a short amount of time.

Powerful Claws. The grip of a scoribeast is incredibly powerful, able to cleave through flesh with ease. This grip was a necessity for wild scoribeasts to survive back in the olden times; many of the plants that they consumed to survive were too strong for those with weaker claws to pull to their mouths. Some domesticated scoribeasts are bred to have weaker claws, to make them less dangerous for their owners to handle.

Dueling Dominance. When two scoribeasts meet one another in the wild for the first time, they will immediately begin to slash and claw at one another with their powerful pincers, trying to shove the other one into the ground. The scoribeast that wins the duel will then place a scratch mark on the underbelly of the loser, then shove it back onto its feet. It is unknown where scoribeasts had learned to do such a thing, but some say that this is a sign that they have the souls of great warriors from the past inhabiting their bodies, still seeking the thrill of combat even after their deaths.

Shade Haters. Scoribeasts are one of the only creatures that not only can tolerate the sun's rays, but actually seem to enjoy the intense heat on their bodies. Due to this, they will tend to avoid shade whenever possible; going around dunes, cliffs, caves, even if it would extend the duration of their travel. Those who tame scoribeasts know when to push them to go into shade, and when to not; a scoribeast that is constantly denied heat can grow irritable and disobedient.


Scoribeast

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 42 (5d10 + 15)
  • Speed 30 ft.

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

  • Senses passive Perception 9
  • Languages -
  • Challenge 2 (450 XP)

Sure-Footed. The scoribeast has advantage on saving throws against being forcibly moved or knocked prone.

Charge. If the scoribeast moves at least 20 ft. straight toward a creature and then hits it with a melee attack on the same turn, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

 

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