Innate Spellcasting. The conscience’s innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: Guidance, detect evil and good
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Pacifism: The consience can create an aura of pacifism. All creatures in a 30ft radius must make a Charisma saving through or be pacified. A pacified creature cannot attack or cast spells that have a damaging effect. (To clarify, this does apply to allies)
Description
tiny angel guy or glowing white (or gold) orb of light
Lair and Lair Actions
These C.F. creatures are variant options for pact of the chain familiar's
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