Does the pet gained from the pact has personality? since according to the "Find Familiar" spell it's a spirit that takes a shape from the list and it obeys your every command. Judging by this it feels like the pet seem more of a robot toy that does whatever you want and whenever you dismiss it you can change it's shape to something else for example you started with a psudodragon then changed to a gazer or an imp.
I just started playing a Warlock and wish to avoid any misunderstanding between me and the DM.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
There are not necessarily specific rules for this, so it is up to you and your DM. I definitely recommend having a personality for the familiar based on both its type and your patron, and to avoid switching its form so you can have a long-running arc with it. Is the familiar chained to you against its will and alignment? Does it have any leeway in interpreting your orders? Is the familiar working for you or just for your patron? All are good questions to answer for yourself and then discuss with your DM - the pact of the chain can be very fun to roleplay with a well thought out familiar.
I am a person with weird taste. My DM seem to be of the type to either take things as in the book or the typical stuff. I tried mentioning that i want a Gazer at first but then he immediately said that Gazers are mini beholders which makes them Evil. and on the side bar they only work for bullies. Then he went on saying i can' have you get the good things and ignore the bad things.
I am playing a NG Warlock who works under Vol who as stated in the book True neutral. So it would seem anything from Neutral spectrum can be changed but once we go Evil can't have it go to the topper Neutral or good alignment.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
What does alignment have to do with anything? The familiar wouldn't be a true gazer but rather a celestial, fey, or fiend spirit in the form of a gazer. According to the find familiar spell, you get to choose celestial, fey, or fiend. It can have any personality you and your DM decide.
If your DM house rules that this isn't the way find familiar works, well, it's not called pact of the chain for nothing. You have magically bound this creature to you and it no longer gets to make decisions about it's actions. If you instruct it to not do anything the townsfolk might find questionable, then it cannot oppose your will.
If I were your DM, I'd probably let you have any familiar that made sense thematically (I don't know who Vol is) and was approximately the same power level as an imp or quasit.
Also I don't see why the spirit's personality would change if you change it's physical form. Maybe it will complain that it preferred it's previous form over the new one; maybe you threaten to change it into a form that can't talk.
From what I have read about them and the warlocks in more detail I just cant see going with chain, some have 1hp to easy to kill.
Pact of the chain is meant to be a scouting creature not a full combat thing. Which is why their hit point are so low. Perfect spies so to say.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
What does alignment have to do with anything? The familiar wouldn't be a true gazer but rather a celestial, fey, or fiend spirit in the form of a gazer. According to the find familiar spell, you get to choose celestial, fey, or fiend. It can have any personality you and your DM decide.
If your DM house rules that this isn't the way find familiar works, well, it's not called pact of the chain for nothing. You have magically bound this creature to you and it no longer gets to make decisions about it's actions. If you instruct it to not do anything the townsfolk might find questionable, then it cannot oppose your will.
If I were your DM, I'd probably let you have any familiar that made sense thematically (I don't know who Vol is) and was approximately the same power level as an imp or quasit.
Also I don't see why the spirit's personality would change if you change it's physical form. Maybe it will complain that it preferred it's previous form over the new one; maybe you threaten to change it into a form that can't talk.
That sounds like a very good explanation, thanks for that.
Vol is one of the deities in the player's hand book, true neutral with life and death as a domain. ( I multiclassed cleric and warlock ._.)
in any case thanks a lot mate.
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
What does alignment have to do with anything? The familiar wouldn't be a true gazer but rather a celestial, fey, or fiend spirit in the form of a gazer. According to the find familiar spell, you get to choose celestial, fey, or fiend. It can have any personality you and your DM decide.
If your DM house rules that this isn't the way find familiar works, well, it's not called pact of the chain for nothing. You have magically bound this creature to you and it no longer gets to make decisions about it's actions. If you instruct it to not do anything the townsfolk might find questionable, then it cannot oppose your will.
If I were your DM, I'd probably let you have any familiar that made sense thematically (I don't know who Vol is) and was approximately the same power level as an imp or quasit.
Also I don't see why the spirit's personality would change if you change it's physical form. Maybe it will complain that it preferred it's previous form over the new one; maybe you threaten to change it into a form that can't talk.
The familiar variant rule for Gazers is totally unrelated to the Find Familiar spell. Giving them all the benefits of the spell would be the house rule, not the other way around.
The familiar variant rule for Gazers is totally unrelated to the Find Familiar spell. Giving them all the benefits of the spell would be the house rule, not the other way around.
True. I was writing in the context of the pact of the chain which doesn't use the variant rule for imps or quasits, but still allows imp and quasit familiars with all the benefits of the spell (and more). I do realize that allowing a gazer this way would be a total house rule. However, like I wrote before, as long as it's theme and power level appropriate, why not?
True. I was writing in the context of the pact of the chain which doesn't use the variant rule for imps or quasits, but still allows imp and quasit familiars with all the benefits of the spell (and more). I do realize that allowing a gazer this way would be a total house rule. However, like I wrote before, as long as it's theme and power level appropriate, why not?
I don't have much of a problem with variant familiars if their power level is kept in check, but I have problems with the Gazer as a Find Familiar option specifically:
Mechanically, it's much better offensively than competing options. The Eye Rays aren't attacks, so the Gazer can use 2 rays from long range (60') and is guaranteed to force 2 saving throws. Most other familiars (except the Sprite) need to be in melee range AND only get one attack AND need to hit to force a save AND the Warlock has to forego casting spells AND give up an attack on top of that. Also, having to roll each turn to determine which rays it uses slows down play.
Lore-wise, the idea of a spirit being able to take the form an aberration (which are supposed to be completely alien to the multiverse and originate from outside the known planes) feels inconsistent to me. I wouldn't like undead (e.g. Crawling Claw) or construct options for the same reason.
So wanting a Gazer with all of the benefits of Find Familiar is a bit much to me. If you actually had to be careful not to get it killed and didn't hand-wave away its bad personality (which is a big part of what defines it as a monster) I'd be much more inclined to allow it.
True. I was writing in the context of the pact of the chain which doesn't use the variant rule for imps or quasits, but still allows imp and quasit familiars with all the benefits of the spell (and more). I do realize that allowing a gazer this way would be a total house rule. However, like I wrote before, as long as it's theme and power level appropriate, why not?
I don't have much of a problem with variant familiars if their power level is kept in check, but I have problems with the Gazer as a Find Familiar option specifically:
Mechanically, it's much better offensively than competing options. Eye Rays aren't attacks, so the Gazer can use 2 rays from long range (60'), potentially inflicting two conditions, all without the Warlock having to forego any attacks. Most other familiars need to be in melee range, only get one attack at the cost of one of the Warlock's, and need to hit to have a chance to inflict a condition (unlike the eye rays which skip straight to the save.) Additionally, having to roll each turn to determine which rays it uses slows down play.
Lore-wise, the idea of a spirit being able to take the form an aberration (which are supposed to be completely alien to the multiverse and originate from outside the known planes) feels inconsistent to me. I wouldn't like undead (e.g. Crawling Claw) or construct options for the same reason.
So wanting a Gazer with all of the benefits of Find Familiar is a bit much to me. If you actually had to be careful not to get it killed and didn't hand-wave away its bad personality (which is a big part of what defines it as a monster) I'd be much more inclined to allow it.
I don't think you can use any of the rays without forgoing an action as per the find familiar rules. But i can understand it does have some offence but then again you are still forgoing your own action which could be used for a more powerful spells. Aside from that DC is 12 very reasonable imo (not an expert so...)
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Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
I don't think you can use any of the rays without forgoing an action as per the find familiar rules. But i can understand it does have some offence but then again you are still forgoing your own action which could be used for a more powerful spells. Aside from that DC is 12 very reasonable imo (not an expert so...)
The rules of Find Familiar say "A familiar can't attack, but it can take other actions as normal." The rays aren't attacks since they don't involve attack rolls, and Eye Rays isn't the Attack action (which always involves a melee or ranged attack.) There's nothing stopping it from using Eye Rays, just like nothing stops a Sprite familiar from using Heart Sight or any familiar from using the Help action.
In this case familiar can attack. This thread is all regarding pact of the chain, which says, "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction."
Yes eye rays aren't attacks. This does make the gazer offensively superior, but that is a trade-off for much lower utility. The gazer can't turn invisible or shapechange. That means that you can't use it for any sort of scouting or reconnaissance. Also, if you don't want people getting aggressive towards your imp, you just make it go invisible. If you don't want people getting aggressive towards your gazer, you will probably need to keep it tucked away in it's pocket dimension until you're ready to use it. And it takes an action to get it out of the pocket dimension. The gazer doesn't have magic resistance so any aoe will immediately kill it. These are all parts of the trade-off.
I think that lore-wise, it does seem a little strange to have a spirit take the form of a gazer. However, per the spell you get to choose the form. So a gazer fits perfectly for a great old one warlock who has had much more contact with the far realms than most.
In this case familiar can attack. This thread is all regarding pact of the chain, which says, "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction."
Yes eye rays aren't attacks. This does make the gazer offensively superior, but that is a trade-off for much lower utility. The gazer can't turn invisible or shapechange. That means that you can't use it for any sort of scouting or reconnaissance. Also, if you don't want people getting aggressive towards your imp, you just make it go invisible. If you don't want people getting aggressive towards your gazer, you will probably need to keep it tucked away in it's pocket dimension until you're ready to use it. And it takes an action to get it out of the pocket dimension. The gazer doesn't have magic resistance so any aoe will immediately kill it. These are all parts of the trade-off.
I think that lore-wise, it does seem a little strange to have a spirit take the form of a gazer. However, per the spell you get to choose the form. So a gazer fits perfectly for a great old one warlock who has had much more contact with the far realms than most.
I think you're overstating the trade-off significantly. The Gazer doesn't need to go invisible in combat because it can do its job from 60 feet away (75 if you take its movement into account). That's outside the range of practically all monster abilities (which usually have 30 or 60 range) and the effective range of all ranged weapons other than crossbows and bows. Its rays also aren't impeded by cover since they're not attacks (so it can shoot from behind other party members) and it can make itself impossible to reach with melee attacks just by hovering up.
Yes, a Fireball will kill it, but every other familiar except the Imp would die from the average damage of a Fireball even if they make their save. (The only reason Imps survive is that they're immune to fire; a Lightning Bolt will kill it all the same.) If anything, Magic Resistance is more useful against non-lethal spells.
I also disagree completely with the notion it can't be used for reconnaissance; that's exactly what Beholders use them for. It may not be able to go invisible for free, but Invisibility is only a 2nd level spell, and even without that it's still a tiny creature with Darkvision, flying speed, +5 Stealth bonus, and can imitate noises it hears. Also, if you do make it invisible, it can still shoot its eye rays since they're neither attacks nor spells.
So yes, you're trading the free invisibility of the other familiars, but the Gazer is still much better offensively since it uses 2 rays for free every turn, regardless of cover, from a very long distance, and the Warlock doesn't have to stop casting spells.
The fact that Find Familiar lets you choose your familiar's form isn't very relevant since it gives a predefined list.
I think you're overstating the trade-off significantly. The Gazer doesn't need to go invisible in combat because it can do its job from 60 feet away (75 if you take its movement into account). That's outside the range of practically all monster abilities (which usually have 30 or 60 range) and the effective range of all ranged weapons other than crossbows and bows. Its rays also aren't impeded by cover since they're not attacks (so it can shoot from behind other party members) and it can make itself impossible to reach with melee attacks just by hovering up.
Yes, a Fireball will kill it, but every other familiar except the Imp would die from the average damage of a Fireball even if they make their save. (The only reason Imps survive is that they're immune to fire; a Lightning Bolt will kill it all the same.) If anything, Magic Resistance is more useful against non-lethal spells.
I also disagree completely with the notion it can't be used for reconnaissance; that's exactly what Beholders use them for. It may not be able to go invisible for free, but Invisibility is only a 2nd level spell, and even without that it's still a tiny creature with Darkvision, flying speed, +5 Stealth bonus, and can imitate noises it hears. Also, if you do make it invisible, it can still shoot its eye rays since they're neither attacks nor spells.
So yes, you're trading the free invisibility of the other familiars, but the Gazer is still much better offensively since it uses 2 rays for free every turn, regardless of cover, from a very long distance, and the Warlock doesn't have to stop casting spells.
The fact that Find Familiar lets you choose your familiar's form isn't very relevant since it gives a predefined list.
I definitely acknowledge that the gazer is more powerful than other choices in combat. The standard pact of the chain options have much more limited combat options if they want to avoid death. The gazer range is strong, but I don't think it's overpowered. Lots of things seem overpowered if you only consider combat to take place on a featureless field against a specific type of enemy i.e. things that have no range/spells. These are things that can easily be mitigated by any reasonable DM. Combat indoors, elevation variation, flying monsters, spells, etc. are all reasonable ways to deal with this. At best the gazer is very strong in limited situations and in those situations a gazer familiar should be allowed to shine.
Invisibility is only great in combat if you're trying to stay alive or run away. It might be RAW that the gazer can shoot it's eye rays without breaking invisibility (cast by someone else), but I certainly wouldn't allow it. That's admittedly not a great basis for an argument to support my position. Still, it seems very unreasonable that eye beams don't break invisibility.
The out of combat usage of invisibility is spectacular. Everything you mentioned regarding reconnaissance the imp does better with the exception of imitating noises. Additionally the imp can shapechange into something relatively innocuous if for some reason its invisibility gets disrupted. Also because of invisibility, the imp can operate in a public setting.
I thought that we were operating under the hypothetical situation of gazer being added to the pact of the chain familiar choices. That's why I mentioned choosing the familiar's form per the spell.
The thing is, invisibility isn't critical to reconnaissance work (though it helps) and it can be easily compensated for by the party since the spell is readily available to all arcane casters and lasts for 1 hour. A Gazer is only 8 inches in diameter; it can simply hide in a bush, under a bed, or in a drawer, and can stick just one eye out if needed. Additionally, if you make Gazers a Pact of the Chain option, you already have the ability to change its shape to an innocuous form. Or you could just turn it into an imp.
The situations where the recon differences between an imp and a gazer matter are far more limited than the combat situations where a gazer outshines other familiars by a large margin. The gazer is applicable any time the DM doesn't take specific steps to include flying enemies or long range weapons, while I find it difficult to believe you routinely run into situations spying is the best solution and the difference between an imp and gazer would matter.
To be clear, I don't think the gazer is game-breaking enough to forbid it outright, but I think also giving it all of the benefits of Find Familiar is too good. Not having the fallback of easily reviving your familiar would make players use the Gazer much more conservatively.
From what I have read about them and the warlocks in more detail I just cant see going with chain, some have 1hp to easy to kill.
Pact of the chain is meant to be a scouting creature not a full combat thing. Which is why their hit point are so low. Perfect spies so to say.
I gave my Imp my Bag of Holding and just have him fly around invisible and loot things while the group is still fighting. Works out pretty well.
You can also equip them with items to make them harder to hit. possibly armor. mine currently only has a Amulet of +1(AC). as far as scouting though.. so much easier.
The question would be whether or not the Game Master would allow a Chain Pact Warlock to pick a gazer as the form the Find Familiar Spirit would assume. It is not a normal option, but with a more Monty Hall Game Master, it might be an option. The fact a Gazer gets two Eye Ray attacks per round (Dazing Ray, Fear Ray, Frost Ray, or Telekinetic Ray) it pretty powerful.
In terms of the Find Familiar Spirit's alignment, the rules fail to clarify this. However, the Find Familiar Spirit's alignment should match the caster's alignment and regardless of what form the Find Familiar Spirit took it would keep it's alignment and personality, thus the changing of form would be similar to the True Polymorph spell.
The chainpact familiar does have a personality. It is more of a discussion between player and DM as to how it works. I'm playing a Fiend patron warlock with an imp. The imp certainly manifests its needs and wants. It is a bully in combat and only attacks when it can do an opportunity attack or has an advantage. The imp loves to intimidate, scare, or destroy things. But its flavor; the familiar does what is asked. If that were not the case; why would a player go with a chainpact. I control the familiar, the DM expresses what the familiar is thinking.
Socon67, I complete agree that a Find Familiar Spirit would have a personality if the GM agrees, just like an animal like a dog or cat can have a personality if the GM agrees.
But, for a Find Familiar Spirit, it should have the alignment of the caster and that alignment would not change with the form the Find Familiar Spirit took. Keep in mind that a Chain Pact Warlock can summon a Find Familiar Spirit which the caster chooses to name Dusty and have Dusty assume the form of a pseudodragon, then the caster can recast Find Familiar spell and change Dusty's form from a pseudodragon to an imp, but it would still be Dusty, just using a different form.
The "https://www.dndbeyond.com/monsters/301723-imp-familiar-variant" is not a Find Familiar Spirit. It is a real imp. The character would need to make a Familiar Pact with it to make it their familiar. It can't change into the other types of familiars as per the "Find Familiar" spell. If it is killed, it dies and leaves a body, while it's spirit goes back to Hell. It does not need to be the same alignment as whoever it makes a pact with, but it will have its own separate personality and evil agenda. The Warlock Pact of the Chain benefits will not work with it, because it is not a Find Familiar Spirit. On the other hand, you get the following extra benefits:
The imp 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 imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.
With a normal Find Familiar Spirit it is only a 100 foot range to communicate with it telepathically, and you would not get the imp's Magic Resistance. Of course, with a normal Find Familiar Spirit imp you can add the Warlock invocation Voice of the Chain Master and communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Also, with the Find Familiar Spirit imp, if it is reduced to zero hit points, the body disappears but it is not dead, you can just recast Find Familiar to get the Find Familiar Spirit imp back in full health in that form, or chose a different form if you want.
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Does the pet gained from the pact has personality? since according to the "Find Familiar" spell it's a spirit that takes a shape from the list and it obeys your every command. Judging by this it feels like the pet seem more of a robot toy that does whatever you want and whenever you dismiss it you can change it's shape to something else for example you started with a psudodragon then changed to a gazer or an imp.
I just started playing a Warlock and wish to avoid any misunderstanding between me and the DM.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
There are not necessarily specific rules for this, so it is up to you and your DM. I definitely recommend having a personality for the familiar based on both its type and your patron, and to avoid switching its form so you can have a long-running arc with it. Is the familiar chained to you against its will and alignment? Does it have any leeway in interpreting your orders? Is the familiar working for you or just for your patron? All are good questions to answer for yourself and then discuss with your DM - the pact of the chain can be very fun to roleplay with a well thought out familiar.
Even a blind squirrel finds a nut once in awhile.
I am a person with weird taste. My DM seem to be of the type to either take things as in the book or the typical stuff. I tried mentioning that i want a Gazer at first but then he immediately said that Gazers are mini beholders which makes them Evil. and on the side bar they only work for bullies. Then he went on saying i can' have you get the good things and ignore the bad things.
I am playing a NG Warlock who works under Vol who as stated in the book True neutral. So it would seem anything from Neutral spectrum can be changed but once we go Evil can't have it go to the topper Neutral or good alignment.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
From what I have read about them and the warlocks in more detail I just cant see going with chain, some have 1hp to easy to kill.
What does alignment have to do with anything? The familiar wouldn't be a true gazer but rather a celestial, fey, or fiend spirit in the form of a gazer. According to the find familiar spell, you get to choose celestial, fey, or fiend. It can have any personality you and your DM decide.
If your DM house rules that this isn't the way find familiar works, well, it's not called pact of the chain for nothing. You have magically bound this creature to you and it no longer gets to make decisions about it's actions. If you instruct it to not do anything the townsfolk might find questionable, then it cannot oppose your will.
If I were your DM, I'd probably let you have any familiar that made sense thematically (I don't know who Vol is) and was approximately the same power level as an imp or quasit.
Also I don't see why the spirit's personality would change if you change it's physical form. Maybe it will complain that it preferred it's previous form over the new one; maybe you threaten to change it into a form that can't talk.
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
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So wanting a Gazer with all of the benefits of Find Familiar is a bit much to me. If you actually had to be careful not to get it killed and didn't hand-wave away its bad personality (which is a big part of what defines it as a monster) I'd be much more inclined to allow it.
The Forum Infestation (TM)
Born under the watch of something from the furthest corners of the far realms.... It knows all.... it sees all... and it asks: "What is it that you want to see?"... and my answer is... ALL"
The Forum Infestation (TM)
In this case familiar can attack. This thread is all regarding pact of the chain, which says, "Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction."
Yes eye rays aren't attacks. This does make the gazer offensively superior, but that is a trade-off for much lower utility. The gazer can't turn invisible or shapechange. That means that you can't use it for any sort of scouting or reconnaissance. Also, if you don't want people getting aggressive towards your imp, you just make it go invisible. If you don't want people getting aggressive towards your gazer, you will probably need to keep it tucked away in it's pocket dimension until you're ready to use it. And it takes an action to get it out of the pocket dimension. The gazer doesn't have magic resistance so any aoe will immediately kill it. These are all parts of the trade-off.
I think that lore-wise, it does seem a little strange to have a spirit take the form of a gazer. However, per the spell you get to choose the form. So a gazer fits perfectly for a great old one warlock who has had much more contact with the far realms than most.
The Forum Infestation (TM)
The thing is, invisibility isn't critical to reconnaissance work (though it helps) and it can be easily compensated for by the party since the spell is readily available to all arcane casters and lasts for 1 hour. A Gazer is only 8 inches in diameter; it can simply hide in a bush, under a bed, or in a drawer, and can stick just one eye out if needed. Additionally, if you make Gazers a Pact of the Chain option, you already have the ability to change its shape to an innocuous form. Or you could just turn it into an imp.
The situations where the recon differences between an imp and a gazer matter are far more limited than the combat situations where a gazer outshines other familiars by a large margin. The gazer is applicable any time the DM doesn't take specific steps to include flying enemies or long range weapons, while I find it difficult to believe you routinely run into situations spying is the best solution and the difference between an imp and gazer would matter.
To be clear, I don't think the gazer is game-breaking enough to forbid it outright, but I think also giving it all of the benefits of Find Familiar is too good. Not having the fallback of easily reviving your familiar would make players use the Gazer much more conservatively.
The Forum Infestation (TM)
You can also equip them with items to make them harder to hit. possibly armor. mine currently only has a Amulet of +1(AC). as far as scouting though.. so much easier.
All the creature variant familiars are specific individual creatures.
https://www.dndbeyond.com/monsters/17222-gazer-familiar
https://www.dndbeyond.com/monsters/301723-imp-familiar-variant
https://www.dndbeyond.com/monsters/301548-pseudodragon-familiar-variant
https://www.dndbeyond.com/monsters/301663-quasit-familiar-variant
The question would be whether or not the Game Master would allow a Chain Pact Warlock to pick a gazer as the form the Find Familiar Spirit would assume. It is not a normal option, but with a more Monty Hall Game Master, it might be an option. The fact a Gazer gets two Eye Ray attacks per round (Dazing Ray, Fear Ray, Frost Ray, or Telekinetic Ray) it pretty powerful.
In terms of the Find Familiar Spirit's alignment, the rules fail to clarify this. However, the Find Familiar Spirit's alignment should match the caster's alignment and regardless of what form the Find Familiar Spirit took it would keep it's alignment and personality, thus the changing of form would be similar to the True Polymorph spell.
https://www.dndbeyond.com/spells/find-familiar
https://www.dndbeyond.com/spells/true-polymorph
The chainpact familiar does have a personality. It is more of a discussion between player and DM as to how it works. I'm playing a Fiend patron warlock with an imp. The imp certainly manifests its needs and wants. It is a bully in combat and only attacks when it can do an opportunity attack or has an advantage. The imp loves to intimidate, scare, or destroy things. But its flavor; the familiar does what is asked. If that were not the case; why would a player go with a chainpact. I control the familiar, the DM expresses what the familiar is thinking.
Socon67, I complete agree that a Find Familiar Spirit would have a personality if the GM agrees, just like an animal like a dog or cat can have a personality if the GM agrees.
But, for a Find Familiar Spirit, it should have the alignment of the caster and that alignment would not change with the form the Find Familiar Spirit took. Keep in mind that a Chain Pact Warlock can summon a Find Familiar Spirit which the caster chooses to name Dusty and have Dusty assume the form of a pseudodragon, then the caster can recast Find Familiar spell and change Dusty's form from a pseudodragon to an imp, but it would still be Dusty, just using a different form.
But, a Find Familiar Spirit in the form of an imp is this write up: https://www.dndbeyond.com/monsters/16933-imp.
The "https://www.dndbeyond.com/monsters/301723-imp-familiar-variant" is not a Find Familiar Spirit. It is a real imp. The character would need to make a Familiar Pact with it to make it their familiar. It can't change into the other types of familiars as per the "Find Familiar" spell. If it is killed, it dies and leaves a body, while it's spirit goes back to Hell. It does not need to be the same alignment as whoever it makes a pact with, but it will have its own separate personality and evil agenda. The Warlock Pact of the Chain benefits will not work with it, because it is not a Find Familiar Spirit. On the other hand, you get the following extra benefits:
The imp 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 imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.
With a normal Find Familiar Spirit it is only a 100 foot range to communicate with it telepathically, and you would not get the imp's Magic Resistance. Of course, with a normal Find Familiar Spirit imp you can add the Warlock invocation Voice of the Chain Master and communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Also, with the Find Familiar Spirit imp, if it is reduced to zero hit points, the body disappears but it is not dead, you can just recast Find Familiar to get the Find Familiar Spirit imp back in full health in that form, or chose a different form if you want.