Tiny Beast, Any Alignment
Armor Class 13
Hit Points 3 (1d4 - 1)
Speed 30 ft., Fly 30 ft. Using their wing flaps, flying squirrels can glide at a ratio of 2 feet horizontally for every 1 foot vertically. In other words, a flying squirrel which starts out 50 feet above the ground can glide to a distance 100 feet before touching ground. While gliding, a flying squirrel cannot take any other action., Climb 30 ft.
STR
3 (-4)
DEX
16 (+3)
CON
8 (-1)
INT
2 (-4)
WIS
12 (+1)
CHA
3 (-4)
Skills Perception +3, Stealth +5
Damage Resistances Cold
Senses Darkvision 30 ft., Passive Perception 15
Languages --
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

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

Dexterous: Squirrels have advantage on all dexterity saves.

Actions

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

Reactions

 

Legendary Actions

 

Mythic Actions

 

Description

This cuddly little brute makes a playful companion. It can be summoned using find familiar.

Flying
Arctic squirrels can glide speed of 30 ft. in addition to ground and climbing. Using their wing flaps, flying squirrels can glide at a ratio of 2 feet horizontally for every 1 foot vertically. In other words, a flying squirrel that starts out 50 feet above the ground can glide to a distance of 100 feet before touching the ground. While gliding, a flying squirrel cannot take any other action.

Alarm
As a bonus action, a squirrel can use a complex repertoire of alarm calls that they use for predators. These range from a broad-frequency, short and sharp sound known as a ‘Kuk’ to a whistle-like tonal moan. The squirrel combines these noises with specific tail signals such as a wave-like twitch that runs through the tailor a more noticeable whipping motion. The alarm calls aren’t to scare off the predator but rather to let the predator know that it has been spotted and to warn others nearby of impending danger. A mental alarm alerts you with a ping in your mind if you are within 100 ft of the squirrel. This ping awakens you if you are sleeping.

Your Arctic Stink Squirrel familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Lair and Lair Actions

 

Monster Tags: Misc Creature

Habitat: Arctic

EglWolf

Comments

Posts Quoted:
Reply
Clear All Quotes