Chained Companion Rules

by drognbork

Search GM Binder Visit User Profile

Chained Companion list

Here is a list of possible chained companions: Choose one from this list.


Imp

Tiny fiend (devil), lawful evil


  • Armor Class 13
  • Hit Points equal the imp's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1 (200 XP)

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), 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.

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 (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

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


Pseudodragon

Tiny dragon, neutral good


  • Armor Class 13
  • Hit Points equal the pseudodragon's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +4
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages understands Common and Draconic but can't speak
  • Challenge 1/4 (50 XP)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

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

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


Actions

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

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Quasit

Tiny fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points equal the quasit's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

  • Skills Stealth +5
  • Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), 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.

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


Actions

Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned 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.

Scare (1/Day). One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.

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


Sprite

Tiny fey, neutral good


  • Armor Class 15 (leather armor)
  • Hit Points equal the sprite's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

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


Guardian Lion

Small celestial, lawful good


  • Armor Class 15 (natural weapon)
  • Hit Points equal the guardian lion's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 10 (+0) 15 (+2) 12 (+1)

  • Skills Athletics +4, Perception +6, Insight +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Celestial, Common
  • Challenge 1 (200XP)

Keen Hearing and Smell. The lion has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Statuesque. While it stands perfectly still, the Guardian Lion is indistinguishable from a small porcelain figure (while Small) or a statue (while Medium or Large).

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 6) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Guardian Form. The guardian lion changes its size category to its choice of Small, Medium or Large. While large increases its reach by 5 feet.

Reactions

Interpose. When a creature within the Guardian Lion's reach takes damage, it can choose to take the damage instead.


Lost Soul

Tiny undead, neutral evil


  • Armor Class 13
  • Hit Points equal the lost soul's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 0, fly 30 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 17 (+3) 10 (+0) 16 (+3) 15 (+2) 17 (+3)

  • Skills History +5, Stealth +5, Intimidation +5
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities. necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, and a language it knew in life
  • Challenge 1 (200XP)

Ethereal Sight. The lost soul can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Partial Corporeality (Recharges after a Short or Long Rest). On its turn, the lost soul can choose to become incorporeal. For the next minute, the soul 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.

Body of Gloom. The lost soul can attempt to hide while in dim light, as if it were total darkness. While hiding this way, creatures do not benefit from darkvision for the purposes of spotting it.

Actions

Death Ray. Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) necrotic damage. If this reduces a living creature to 0 hit points, the target remains standing and appears to be alive until the start of its next turn, whereupon it dies normally.


Animate Image

Small construct, neutral


  • Armor Class 16 (natural armor)
  • Hit Points equal the animate image's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 30 ft., special (see text)

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 12 (+1) 8 (-1) 10 (+0) 11 (+0)

  • Saving Throws Dex +5
  • Skills Perception +4, Performance +4
  • Damage Resistances damage from nonmagical sources
  • Condition Immunities blinded, deafened, exhaustion, poisoned, restrained
  • Senses blindsight 5 ft., passive Perception 18
  • Languages Understands those known by its master but can’t speak
  • Challenge 1 (200 XP)

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

On Your Skin. Any attack that targets and hits the animate image inflicts full damage to the surface or creature that the image is covering, even if the image takes no damage.

Two Dimensional. The animate image cannot stand on its own, but it can cover any surface without being harmed. Whenever it is touching a creature or object that moves, the image goes with it. The image can slide through cracks as thin as paper without suffering ill effect. If the image is located on an object held in midair that isn’t touching anything else, as though by levitation, it is trapped and cannot move. The animate image does not occupy a space.


Actions

Papercut. Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 5 slashing damage. If the animate image can’t see its master, it can’t use this attack.

Inscribe. The image burns a copy of itself onto the surface it is covering, dealing 1 acid damage.


Eyeless Watcher

Tiny aberration, neutral


  • Armor Class 14 (natural armor)
  • Hit Points equal the eyeless watcher's Constitution modifier + your warlock spellcasting ability modifier + five times your level in this class
  • Speed 5 ft., fly 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 17 (+3) 13 (+1) 16 (+3) 16 (+3) 10 (+0)

  • Skills Perception +8
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities blinded
  • Senses blindsight 5 ft., passive Perception 18
  • Languages Those known by its master
  • Challenge 1 (200 XP)

Amphibious. The eyeless watcher can breathe both air and water.

Dream Visitor. When the moon is full, the eyeless watcher can visit the dreams of a creature within 10 miles of it during a long rest. It can observe and speak with the dreamer in their dreamscape, but otherwise cannot interact.

Eerie Whispers. The eyeless watcher can take the Help action at a range of 10 feet.

Improved Magic Resistance. The eyeless watcher has advantage on saving throws against spells and other magical effects, and has resistance to damage from spells.


Actions

Disturbing Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8) bludgeoning damage plus 8 (1d8 + 3) poison damage and the creature must make a DC 11 Constitution saving throw or be incapacitated for 1 round.