Large Beast, Any Alignment
Armor Class 15 Natural Armor
Hit Points 75 (9d6 + 20)
Speed
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
3 (-4)
WIS
10 (+0)
CHA
1 (-5)
Saving Throws DEX +7, INT −1
Condition Immunities Charmed
Senses Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. The familiar takes on any special/racial traits of the form it originally had.

Spellcasting. Like the original familiar, the Wizard that is in control of the familiar can cast spells through the familiar. In addition, the Wizard in control of the familiar can store a spell into the familiar and cause them to hold the spell as a reaction. The spell must be of 5th level or lower.

Upcasting: If the Wizard casts this spell at a level higher than 5th, all damage dice and AC are increased by the spell level increased by.

Hit Points: The maximum amount of hit points possible for this creature is 75. If the familiar is awakened with a 6th level spell slot or higher, the hit point maximum is increased by 15 per spell level.

 

 

Actions

Multiattack. The familiar can make two attacks as it's attack action.

Bite. Melee Weapon Attack: +Spellcasting Modifier to hit, reach 5 ft., 1 target. Hit: 12 (6d4+INT Modifier) damage.

Pound. Melee Weapon Attack: +Spellcasting Modifier to hit, reach 5 ft., 1 target. Hit: 16 (4d8+INT Modifier) damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The familiar becomes a dire version of the form it takes naturally, and increases by two size categories. The familiar gains sharp teeth and a thick appendage that can be used to smash into objects. The appendage is considered a siege weapon, and deals double damage to structures and constructs.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

PossumTamer

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