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A
hulking direwolf stalks beside the ranger, a dark
panther prowls the tree tops above its bonded
druid, the blood hawk swoops to the knight's Not Looking for Any Trouble
wrist, razor talons scoring the plate armour.
The Crustacean of Conscience will always attempt to
These are mighty familiars worthy of their own
avoid combat wherever possible. This will almost
legends. What follows below... are the other never include betrayal of its partner or party but
ones. temporary abandonment is not out of the question.
Porcupine of
YesterYear
Tiny beast, unaligned
Armor Class 12
Hit Points 7(2d6)
Speed 30ft.
Armor Class 10
Peril
Hit Points 3(1d4 + 1) Tiny beast, unaligned
Speed 20 ft., burrow 5 ft.
Armor Class 14
Hit Points 5 (2d4)
STR DEX CON INT WIS CHA Speed 10 ft., fly 60 ft.(hover), swim 30 ft.
4 (-3) 11 (+0) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA
Senses darkvision 30 ft., passive Perception 11 4 (-3) 18 (+4) 11 (+0) 2 (-4) 9 (+0) 5 (-3)
Languages-
Challenge 0 (10 XP)
Senses darkvision 60 ft.
Languages -
Keen Smell. The badger has advantage on Wisdom Challenge 1/8 (25 XP)
(Perception) checks that rely on smell.
Flyby. The Floating Stingray of Peril doesn't provoke
Actions oppurtunity attacks when it flies out of an enemy's
Bite. Melee Weapon Attack: +2 to hit, reach 5ft., reach.
one target. Hit 3 (1d4 + 2) piercing damage
Amphibious. The Floating Stingray of Peril can
breathe air and water.
Actions
A Most Sensible Waistcoat Sting. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit 1 piercing damage plus 7 (3d4)
Nothing in life could possibly be half as necessary poison damage.
nor pleasing than a well-fitting waistcoat. One that
is bedecked with mystical pockets is simply an
additional bonus
The Badger of Etiquette's waistcoat is treated as
a magical item, detectable by the Detect Magic Crouching Stingray, Hidden Brain
spell, disrupted by antimagic fields and so forth. Stealth is to be unseen, unheard and unknown. It
The pockets of the waistcoat are treated as a requires great skill and greater cunning. The
Bag of Holding (PHB, page 153.) Floating Stingray of Peril struggles with the latter.
Use of the waistcoat pockets is only granted to
those who request permission from the Badger When in Hiding (PHB, page 177.), each time
of Etiquette with the correct social protocol and the Floating Stingray of Peril spots an enemy, it
conduct must resist the urge to leap into the fray.
On each attempt to gain access to the pockets, On sight of each new enemy or, if they are
make a DC 12 Charisma check. On success, grouped at the start of its turn, group of
access is granted after the performance of the enemies, the Floating Stingray of Peril must
necessary eitquette. On failure, the Badger of make a DC 7 Wisdom Check
Ettiquette will haughtily feign unawareness of On success, it may remain hidden. On failure,
the requester's presence for 1d12 minutes. an urge to spring wildly into action compels it
to make a surprise attack at the nearest enemy.
An Unfortunate Heritage
Baby Beholder of Across almost every world in the vast sprawl of the
D&D multiverse, Beholders are feared and hated
Longing and their offspring are no exception. NPCs, or even
party members, encountering this Familiar may
Tiny aberration, lawful neutral
react extremely negatively, so check with your DM
Armor Class 12 (natural armour) if this is a feasible choice in their world and, if so,
Hit Points 19 (3d10+3) prepare for a lot of roleplaying (which is actually
Speed 0 ft., fly 30 ft. (hover) the fun part anyway!)
Yes You Are, Yes You Are
STR DEX CON INT WIS CHA The Baby Beholder of Longing is a loyal and trusting
compainon, however its nature cannot be delayed
8 (-1) 9 (+0) 12 (+1) 13 (+1) 13 (+1) 10 (+0) forever. On selecting this Familiar, roll a d6. At your
DM's discretion, this is the number of either years
Condition Immunities prone or months until the Baby Beholder of Longing
Senses darkvision 60 ft., passive Perception 11 reaches maturity. Should this time elapse in-game,
Languages telepathy 60 ft., Undercommon the Baby Beholder of Longing becomes an adult
Challenge 1/4 (50 XP) Beholder (MM, page 28.). This alters all stats,
alignment and abilities. This also breaks its bond as
Familiar of the player and it behaves as a typical
Actions Beholder (evil, deranged and murderous) from then
Bite. Melee Weapon Attack: +1 to hit, reach 5ft., on... unless the heart of the longing child has been
one target. Hit 2 (1d6 - 1) piercing damage filled with care and it has, at some point, been told
the exact phrase "Who's a good boy? You are! Yesh
Learner's Telekinetic Ray. The Baby Beholder of you are!" at some point. NO META-GAMING! This
Longing shoots a ray from its main eye, choosing a still breaks the Familiar bond but, congrats, you've
target it can see within 60 ft. of it. raised the first ever non-psycopathic Beholder.
If target is a creature, it must suceed on a DC 11
Strength saving throw or the Baby Beholder of Variant Ray
Longing moves it up to 20 ft. in any direction. It is In the place of Learner's Telekinetic Ray you may
released from the grip of the ray at the end of the permenantely substitute Learner's Petrification Ray.
Baby Beholder of Longing's turn. This change must be made before any use of this
Familiar in-game and cannot be reversed. The
If the target is an object weighing 200 pounds or mechanics are these:
less that isn't being worn or carried, it is moved up The Baby Beholder of Longing shoots a ray from
to 20 feet in any direction. The Baby Beholder of its main eye, choosing a target it can see within 60
Longing cannot exert fine control on objects with ft. of it. Roll a d20. Treat any roll between 2 to 19
this ray, such as manipulating tools or opening as an attempt to use the Eldritch Blast cantrip, with
doors or containers. the caveat that damage is limited to 1d6 force
damage. On a roll of 20, the targeted creature must
make a DC 15 Dexterity saving throw to avoid
being petrified until freed by the Greater
Restoration spell or similiar. On a roll of 1, the ray
strikes the nearest party member within range, with
the same effect as a roll of 20 on an enemy.
Skunk of Valour Sources
A rose by any other name may smell as sweet but this is not a Made in the
rose. It is a skunk. The obvious judgement may be levied at Homebrewery:http://homebrewery.naturalcrit.com/
this creature without significant challenge however, as is CRAB:
usually the case, there is more beneath the surface. Or smell, http://vignette3.wikia.nocookie.net/parasiteeve/images/6/63/Crab.png/revis
in this instance. BEHOLDER: http://vignette4.wikia.nocookie.net/dragons-
The Skunk of Valour may be a monochrome menace to crown/images/2/2c/Gaze.png/revision/latest?
the nearest nasal cavity but beneath the stench lies the soul cb=20130811012606
of a true knight. A chivalrous warrior of honour and principle,
as devoted to the poor as the prince and willing to charge the
most devilish foes in pursuit of a single wrong to be righted.
Armed with a curious sword fashioned from a pinecone
and clad in armour of twigs and acorns, this marvellous
knight errant is not to be sniffed at.
Skunk of Valour
Tiny beast, unaligned
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 4 (1d4 + 2) piercing damage
Spray. The Skunk of Valour releases a foul smelling
gust of gas. All creatures within 10 ft. must suceed
a DC 12 Constitution saving throw or take 1d8
poison damage.
2
Sources
PART 2 | BORING STUFF