Familiar of Balance. Cirell is summoned via Find Familiar or equivalent magic. It obeys all normal familiar rules except where noted below. It acts on your initiative, but always takes its turn after yours. If reduced to 0 hit points, it disappears in a burst of frost and light, leaving behind no corpse. You can resummon it as normal.
Keen Senses. Cirell has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Celestial Resistance. due to her nature Cirell has resistance to Radiant damage.
Limited Telepathy. Cirell can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.
Familiar. Cirell can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what Cirell senses as long as they are within 1 mile of each other.
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Radiant damage.
Vorpal Precision (1/turn). If Cirell attacks a creature that is already damaged this round by you or Spiritual Weapon, or within your Spirit Guardians it deals an extra 1d4 Radiant damage.
Balance Before Blood (1/round). When a creature within 5 feet of the bunny attacks a prone, restrained, unconscious, or incapacitated creature, Cirell can impose disadvantage on that attack roll.
Previous Versions
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1/26/2026 7:20:54 AM
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Coming Soon
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