Echolocation. The Alpha Familiar only has a blindsight of 30ft when deafened.
Keen Hearing. The Alpha Familiar has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Sight. The Alpha Familiar has advantage on Wisdom (Perception) checks that rely on sight.
Mimicry. The Alpha Familiar 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.
Spider Climb. The Alpha Familiar can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the Alpha Familiar knows the exact location of any other creature in contact with the same web.
Web Walker. The Alpha Familiar ignores movement restrictions caused by webbing.
Flyby. The Alpha Familiar doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one And they become poisoned for 1 hour if they fail. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the Alpha Familiar can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the Alpha Familiar if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the Alpha Familiar can use the Dash action as a bonus action.
Invisibility. The Alpha Familiar magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the Alpha Familiar wears or carries is invisible with it.
Scare (1/Day). One creature of the Alpha Familiar's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the Alpha Familiar is within line of sight, ending the effect on itself on a success.
Heart Sight. The Alpha Familiar touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the Alpha Familiar also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Comments