Small Beast, Chaotic Good
Armor Class 13 Natural Armor
Hit Points 37 (5d10 + 10)
Speed 60 ft., Climb 25 ft., Burrow 10 ft. Can burrow in soft substrates like sand, soft earth, and snow.
STR
10 (+0)
DEX
18 (+4)
CON
12 (+1)
INT
14 (+2)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws DEX +6
Skills Stealth +3
Condition Immunities Prone
Senses Blindsight Ferret can utilize smell and hearing to "see" in total darkness, Passive Perception 13, Darkvision, Passive Perception 3
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Keen Hearing, Sight and Smell. The ferret has advantage on Wisdom (Perception) checks that rely on hearing, sight or smell.

Coordinated Attack: Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Ignorance Is Bliss. The ferret is blind to danger and has advantage on all saving throws against being frightened.

Which Way Did He Go... Ferrets move so erratically, it's hard to pinpoint which direction it will move next. Any creature of size small or larger has disadvantage on attack rolls against the ferret. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight. 

Short Attention Span. On a Nat 1, the ferret forgets it's assignment and takes one of the following instead (d4):

  • 1. The ferret, seeing a foot and thinking it's playtime, takes the Bite action (no modifier) on the ankle of the nearest target.
  • 2. The ferret dooks (This sound is similar to a chicken clucking, and it indicates your ferret is happy or excited.) and then proceeds with your desired action to the best of it's ability. You gain 1d6 that can be added to any one ability check, attack roll, or saving throw (bardic inspiration). 
  • 3. The ferret is distracted by the nearest shiny object and moves half it's movement towards it (object at DMs discretion)
  • 4. The ferret does a weasel war dance. All friendly creatures in a 15 foot radius gain 1d6 temp HP. 

 

Actions

Multiattack. The ferret makes two attacks: one with its bite and one with its claws.

Storm of Claws and Fangs. Your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. (Roll with advantage when ferret is attached to the creature). 

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. (Roll with advantage when ferret is attached to the creature). 

Shimmy: The ferret attempts to penetrate the clothes of an individual (strength DC 14). On a success, the ferret may use the Claw attack twice and stays nestled in the garments of the individual. On a fail, take the Claw attack. 

Cat Snake. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (strength DC 14). Until this grapple ends, the creature is restrained, and the ferret can't harm another target. The ferret wraps around the creatures neck, cutting off air supply, this will half movement speed (increasing by -5 on each failed save). The creature may not speak or use any of its actions until the ferret is removed from the creatures neck or the creature breaks the grapple. 

Bonus Actions

Nimble Escape. The trained pet ferret can take the Disengage or Hide action as a Bonus Action on each of its turns.

Reactions

Slippery Little Devil. When a creature successfully grapples the ferret, the ferret makes a Bite  attack (see Actions Bite.). If the attack is successful the trained pet ferret is no longer grappled.

Description

Ferrets look a little like chubby weasels. They have long bodies, short legs, small ears, and small heads. Their coats come in several shades and can have many patterns. Ferrets can range from 10-30lbs.

Ferrets can fit themselves into any crack or crevice their skull will slide into, and can easily be carried in a large pocket or bag (they can take up 1/4 less space when carried). They love to play, hide anything they can successfully drag around, and take long naps. 

These little catsnakes are so cute and small that it is extremely surprising how competent they are at harming prey. Difficult to anticipate their actions, you may find yourself at the mercy of it's nipping and clawing, fearless nature...

Unless of course it gets distracted. 

 

Smammy92

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