Tiny unknown, Any Alignment
Armor Class 11
Hit Points 50 (20d4)
Speed 20 ft.
STR
2 (-4)
DEX
13 (+1)
CON
10 (+0)
INT
20 (+5)
WIS
13 (+1)
CHA
20 (+5)
Saving Throws STR +2, INT +11, CHA +11
Skills History +11, Perception +13, Persuasion +17
Senses Passive Perception 23
Languages The same Languages as its Bonded Creature
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Class: Familiar. The Familiar is considered a 20th level Familiar.

Find Familiar Susceptibility. When a Creature casts Find Familiar they can Choose to Target the Familiar when they do so they gain the Following Benefits:

  • They Gain The ability to communicate with the Caster Telepathically up to 100 ft.
  • The Caster can Use an action to See through the Familiars Senses, While doing so the caster is Blind and Deaf to their own Senses.
  • When the Caster Casts a Spell with a Range of Touch within 100 ft of the Familiar the Familiar can use their reaction to Deliver it to another Creature.

Shared Bond. When the Familiar Bonds with a Creature it gains the Following Benefits:

  • The Familiar can Choose to go before or After the Bonded Creature in Initiative.
  • If the Bonded Creature has to make an Intelligence, Wisdom, or Charisma Saving Throw the Familiar can Roll as well, as long as at least 1 Creature Succeeds the saving throw the Bonded Creature Succeeds.
  • When an Attack, Spell, or Other Effect the Familiar can cause the effect to Target their Bonded Creature Instead.
  • If the Bonded Creature Moves The Familiar can move up to Twice their Movement Speed.
  • Once per Turn the Bonded Creature Deals damage they Deal an additional (10d8) Damage.
  • If the Bonded Creature Falls to 0 Hitpoints the Familiar can Roll a DC 10 Intelligence or Charisma Saving Throw causing them to fall to 1 hitpoint instead, Every Consecutive use of this ability increases the DC by 5, Resting to 10 on a Short Rest.
  • When the Familiar makes a Dexterity Saving throw to only take half Damage they instead take no damage on a Success and Half damage on a Failure.
  • Attack Rolls against the Bonded Creature cannot be made with Advantage.
  • The Bonded Creature Makes Dexterity Saving Throws at Advantage.
  • Once per Day the Familiar can Expend a Use of its Power Surge To Grant it's Bonded Creature the Benefit of a Short Rest.

Soothing Presence. When The Familiar Takes a Short Rest it Regains 40 Hitpoints, and may select up to 5 Creatures to regain 20 Hitpoints Each.

Special Equipment. The Familiar Starts each Day with a Randomly Determined Magic Consumable Magic Item or an Uncommon Magic Item from Table F.

Actions

Rend. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 (1) Bludgeoning, Piercing, or Slashing damage.

Bonding Magic. The Familiar Bonds with a Creature within 5 ft of it, it remains Bonded Until it Bonds with another Creature or ends the Bond as an action.

Bonus Actions

Dispelling Touch (6/Day). The Familiar ends the Effects of 1 Spell affecting its Bonded Creature.

Power Surge (2/Short Rest). The Familiar Grants it's Bonded Creature an additional Action, This action cannot be used to Cast a Spell of 3rd level or higher.

Support Paragon. The Familiar Takes the Help action, if the Target uses it to attack a Creature the Target of the attack can be up to 30 ft away.

Transfer Vitality (20/Day). The Familiar rolls (1d4) and Grants their Bonded Creature Hitpoints Equal to 4 times the Number Rolled, and Removes a Disease or the Blinded, Deafened, Paralyzed, or Poisoned Condition. The Familiar can expend additional Uses to Roll additional Dice to a Maximum of 20d4.

Reactions

Blink Shield (6/Short Rest). When the Familiar is Bonded to a Creature and Sees another Creature within 30 ft of it take damage they can teleport and Immidiatly form a Bond with it, causing it to gain 20 temporary Hitpoints and Halfing the damage they would've Taken.

Ultimate Sacrifice. If the Familiars Bonded Creature Falls to 0 Hitpoints The Familiar Can Choose to fall to 0 Hitpoints instead, causing the Bonded Creature to Revive with half their Maximum Hitpoints and resistance to all Damage for 1 minute.

Description

Familiar

A familiar is an animal or similar creature which has magically bonded itself to another in order to grant it support. This support comes in the way of a magical link that is shared between the two, which often comes with benefits for the two creatures.


Every great hero has a Great Team behind them, Familiars of Legend often aid such heros these Familiars are known as Arch Familiars, Beings of Great Power with an Unbreakable Bond between them and their Allies, so Great that they'd Die for one another and do whatever is Needed to aid them. These Familiars are Revered both as Figures of Mythic status as well as heros amongst Familiar Communities.

Monster Tags: NPCpet

Habitat: ArcticCoastalDesertForestGrasslandHillPlanar (Ethereal Plane)Urban

Erikson

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