Familiar. Your 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. As an action, you can temporarily dismiss the familiar to a pocket dimension. 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. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
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.
You can't have more than one familiar at a time.
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.
Crafty Corvid. Not only can the Birds of Tyaa solve problems, they can outsmart others as well. They frequently hide extra food or objects, a behavior called "stashing". If the raven knows someone or something is watching it, it will “fake” a cache a few times before actually hiding the food or object. This can effectively trick the other bird.
Logical Thinking. When it comes to solving problems, Birds of Tyaa are near the top of the list. They are capable of reaching a solution without being shown or learning from another bird.
Mimicry. The Bird of Tyaa can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Non-Verbal Communication. Birds of Tyaa are also incredibly efficient in nonverbal communication with one another. They point with their beaks to indicate a direction or object to another bird, the same way we point our fingers.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Opportunity Attack. This attack is provoked when the bird's target attempts to leave its reach. Unless its target uses its round to disengage
Description
Birds of Tyaa resemble ravens. They are the special servitors of the evil goddess Tyaa.
These creatures are far more intelligent and cunning than ordinary birds, instinctively attacking their target’s eyes and penetrating gaps in armor. Sometimes Priests of Tyaa will treat the bird’s claws with a signature poison made by alchemists who serve the cult. Left untreated, victims of poison attacks will eventually die a painful death. They must make a successful CON save on a daily basis to avoid death; even then, the victim is very sick. In addition to the normal conditions caused by being poisoned can not walk or move without the assistance of others, and can not keep any food or drink down.
Characters who don’t eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.
A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
Trained for theft and assassination, the birds of Tyaa are skilled at striking out of the darkness, stealing a valuable object, or inflicting deadly wounds. They often work in large murders however they can be sent on a solo mission or a murder of any size as befits the situation. Birds of Tyaa are found in most major cities, where they are indistinguishable from common crows and ravens. They will flock to any newly established temple of their goddess. They are often accompanied by other evil flying creatures.
These birds are very crafty and use their skills in performance, deception, and persuasion. These traits coupled with their high intelligence allow them to lure, trick, deceive, and persuade their victims into dangerous situations or traps. One such example was reported by a witness whereupon the bird was sent to assassinate a priest of Issek. The bird tracked the priest, flew overhead, and landed in an alleyway that the priest would pass by within a minute. As he did so, the bird pretended to be injured, as if he knew the priest would take pity upon him. The bird was right; as the priest rushed to pick up the bird with the apparent wing injury, the bird struck his right eye. This not only blinded the priest but poisoned him as well, for the bird's beak had been smeared with the infamous poison that the Cult of Tyaa is known for.
These creatures are not natural. They are created by the evil will of Tyaa, and as such they do not nest or reproduce as do other birds. Birds of Tyaa exist only to carry out the will of their goddess and to serve the evil ends of her worshipers. The Cult of Tyaa was banished from Lankhmar, but its followers can be found in the Mountains of Darkness, south of Lankhmar. Only women are allowed to advance within the Cult to become leaders within the priesthood.
Previous Versions
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