Familiars

by DNDMichael

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Familiars

Mosspup

Moss Dogs and Moss Pups are a species native to the jungles in the swamps in the Torrestial Isles. They are naturally hostile to humans, but they can be trained if taken at a young age. They become fiercly loyal, as long as they don't go anywhere cold. They hate the cold, and the dessert.


Mosspup

Tiny, Unaligned


  • Armor Class 13
  • Hit Points 4 (1d6+1)
  • Speed 40 ft., Swim 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (-4) 10 (+0) 4 (-2)

  • Skills Perception +3, Stealth +4
  • Damage Vulnerabilities Cold
  • Senses Passive Perception 13
  • Languages -
  • Challenge 0 (10 XP)

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

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Growth Once you reach level 5 it becomes a Moss Dog.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (2d4) piercing damage. If the target is small or smaller and the mosspup is not already grappling a creature, it must succeed on a DC 11 Strength saving throw or be grappled (escape DC 11) and restrained.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target grappled by the mosspup. Hit: 8 (2d8 + 1) Slashing Damage.


Mossdog

Size, Chaotic nuetral


  • Armor Class 14
  • Hit Points 39 (6d8 + 12)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 14 (+2) 14 (+2) 3 (-4) 13 (+1) 6 (-2)

  • Skills Perception +3, Stealth +4
  • Senses Passive Perception 14
  • Languages -
  • Challenge 1 (200 XP)

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

Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is medium or smaller and the mossdog is not already grappling a creature, it must succeed on a DC 13 Strength saving throw or be grappled (escape DC 13) and restrained.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target grappled by the mosspup. Hit: 13 (3d6 + 3) Slashing Damage.

Phutidin

Origin

These amphibian like dragons come from the Feywild. They live in the lakes, on the gound, in the trees, and in the air. Within the Feywild, Phutidins can live in all three evironments, land, water, and air, but trubes of phutidins usually preferan area. This preference over the centries has led to diffrences in colors for the majority of Phutidins. The ones that prefer the lakes and oceans of the Feywild, are typically dark blue and dark green. As for the more earthern Phutidins, they colors are browns and lighter greens. Finally, the last group of phutidins, which prefer the treetops and the sky, are usually white and light blue in color. Some Phutidin tribes have broken the status quo, and either chose to live in all three equally, or live with humanoids. They are pink, orange, gold, and/or sky blue.


Phutidin

Small, Chaotic Good


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 5 feet, 15 fly feet

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 6 (-3) 2 (-A4) 2 (-4) 16 (+3)

  • Skills Performance +5
  • Damage Vulnerabilities Fire
  • Damage Resistances Psychic, poison
  • Senses Darkvision 30, Passive Perception 6
  • Challenge 0 (10 XP)

  • Artistic Talent. They are naturally talented at and appreciative of one form of art of your choice.
  • Amphibious. They can fly, swim, and walk. They move through the water as if one normal terrain (no reduced movement speed). They can use their fly speed to move through the water as if they were flying
  • Magic Orb They naturally have a small blue orb made of a water-like substance that they can create. When created it orbits around them. They use it to cast their magic... and entertain themselves.

Actions

Bite Melee weapon attack +0 to a hit, reach 5 feet, one creature. Hit 1 (d1) piercing damage.

Orb Lights. Attack Style: It can cast Dancing Lights as a bonus action 3 times per short rest. The lights are many glowing replicas of the magic orbs

Release Magic Orb. It throws its magic orb at either an ally or enemy within 40 feet of itself. If it hits an enemy, the enemy takes 1d4 magic damage. If it hits an ally, it will heal them 1d4 health. The Phutidid can perform this twice per long rest, or once per short rest.

Displacer Beast Cub

Displacer Beast Bucs are nearly impossible to train. They are naturally evil, and displacer beasts are known for their very protective nature of their young.

Displacer kittens are similar to thier parents with 6 legs, and by roughly one month old they begin to grow thier tentacles on their backs. They are feline looking wit black fur and long tails. They are adorable but also difficult to train.
































Displacer Kitten

Small, Chaotic Evil


  • Armor Class 10
  • Hit Points 8 (4d4)
  • Speed 40ft, climb 30ft

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (0) 6 (-2) 12 (+1) 13 (+1)

  • Skills Acrobatics +2, Perception +2, Stealth +2
  • Senses Passive Perception 13, Darkvision
  • Challenge 1/8 (25 XP)

Avoidance. If the displacer kitten is subjected to an effect that allows them to make a saving throw to take half damage, if they succeed, they take no damage. Displacement. The displacer beast cub projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted when the displacer beast is incapacitated or has a speed of 0.

Naturally Evil. Displacer Beast Cubs begin to turn evil the moment they begin to grow their tentacles, regardless of their alignment. This occurs at roughly 1 month old. Every day The Displacer kitten must make a DC 5 Wisdom saving throw or attack all creatures it believes it can take that day.

While in combat, the Displacer kitten must make a DC 10 Wisdom Saving throw or attack the nearest good creature.

At your DM's discretion, if you have a Displacer kitten as a pet, you may be able to reduce these DC's over time

Blink Dog Hatred. If a Displacer kitten sees a Blink dog it must do everything in its power to try to kill it. There is no saving throw for this, and nothing short of powerful magic (ie. a casting of Wish) can suppress this natural hatred between the two creatures.


Actions

Multiattack. The Creature makes 1 bite attack, 1 claw attack, and 1 tentacle strike.

Bite. Melee Attack: +1 to hit, 5ft., one target. Hit 2 (2d4 - 2) Piercing damage

Claws. Melee Attack: +3 to hit, 5ft., one target. Hit 4 (1d4 + 2) Slashing damage

Tentacle. Melee Attack: +4 to hit, 10ft., one target. Hit 4 (1d6 + +1) Bludgeoning damage. The creature must make a Con saving throw or also take an additional 1d4 Necrotic damage.

Dread Wolf

These guys were created by a coven of hags in a dark, secluded forest. They are easier to train and command and were more subject to the magical influence of the hags. They were used regularly as soldiers, gaurd dogs and more.

They grow to be about the size of 1.5x the size of a big wolf. They have bright or dull red eyes and solid, thick black fur. And yes, they can be trained by companions.

They usually live about 8 years, and reach adulthood around 3. They are the same size as a baby wolf when born but grow much faster than other wolves.

Females always have white strips on their noses (see bottom right), and sometimes on their neck and/or tail as well. Both females and males sometimes have red patterns on their bodies, altough females usually will get red paters aroun their ears or les, vs. males getting them on their faces, nose, or body.

















Dread Wolf

medium, unaligned


  • Armor Class 14
  • Hit Points 7 (1d12 +1)
  • Speed 40 ft

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills Perception +2, Stelth +3
  • Senses Passive Perception 1
  • Challenge 1/4 (50 XP)

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

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Magic Vulerability. Magical effects are twice as effective against the creature, but not direct magic damage.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone

























Baby Unicorn

These are a species of unicorns that never age a few years after birth. They are much weaker than unicorns, but are still pretty powerful.

They can be any color, although white, gold, and white gold are the most common. Theylook kinda like the equivlent of the unicorn ponies.

Females can more easily train a baby unicorn. Beiing good and/or also allows you to more easily train one (Young Female Good is the best), however it is not impossible for a male or evil person to train them, and there are dark baby unicorn variants that are more easily trained by evil people, but none that prefer males (see the [insert creature name here] instead)


Baby Unicorn

Tiny, Unaligned


  • Armor Class 12
  • Hit Points 4
  • Speed 50 ft

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 10 (0) 2 (-4) 12 (+1) 5 (-3)

  • Skills Perception +3
  • Senses Darkvision 30 ft, Passive Perception 13
  • Languages Telepathy 20 feet
  • Challenge 0 (10 XP)

Magic Weapons. The baby unicorn's weapon attacks are magical.

Actions

Multiattack. The unicorn makes two attacks: one with its hooves and one with its horn.

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

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

Healing Touch (2/Day). The baby unicorn touches another creature with its horn. The target magically regains 5 (2d4-1) hit points.

 

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