# The Familiars of Mild Curiosity 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 wrist, razor talons scoring the plate armour. These are mighty familiars worthy of their own legends. What follows below... are the other ones. ### Crustacean of Conscience For some creatures, the chance to adventure alongside a humanoid partner is a thing of great wonder. Whether it calls to their animal instinct to hunt with a great pack leader in far territories or to a pirimitive intelligence that speaks of oppurtunities for food, shelter and companionshiop not found in their wilderness homes, many are willing to face terrible adversity for such a position. Not so the **Crustacean of Conscience**. This small little crab is fully aware that life was better under the sea, down where it's wetter, and as a result, consistently attempts to avoid all the dangers of life above the waves.
___ > ## Crustacean of Conscience >*Tiny beast, unaligned* > ___ > - **Armor Class** 11 (natural armour) > - **Hit Points** 2 (1d4) > - **Speed** 20 ft., swim 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|2 (-4)|11 (+0)|10 (+0)|1 (-5)|8 (-1)|2 (-4)| >___ > - **Skills** Stealth +2 > - **Senses** blindsight 30 ft., passive Perception 9 > - **Languages** - > - **Challenge** 0 (10 XP) > ___ > ***Amphibious*** The **Crustacean of Conscience** can breathe air and water. > > ### Actions > ***Claw.*** *Melee Weapon Attack:* +0 to hit, reach 5ft., one target. *Hit* 1 bludgeoning damage
> ##### Not Looking for Any Trouble > The **Crustacean of Conscience** will always attempt to avoid combat wherever possible. This will *almost* never include betrayal of its partner or party but temporary abandonment is not out of the question. > * It may roll with advantage on all attempts to Dodge or Disengage
### Porcupine of YesterYear The old time were better, the youth of today don't know a damned thing and when all's said and done the whole kingdom has gone to the dogs. So says the **Porcupine of YesterYear**. Cantakerous to a point, pompous to a fault and supremely unforgiving of jokes about its "prickly" nature. ___ > ## Porcupine of YesterYear >*Tiny beast, unaligned* > ___ > - **Armor Class** 12 > - **Hit Points** 7(2d6) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|15 (+2)|11 (+0)|2 (-4)|10 (-0)|4 (-3)| >___ > - **Condition Immunities** charmed > - **Senses** darkvision 60ft., passive Perception 10 > - **Languages** - > - **Challenge** 1/8 (25 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 4 (1d4 + 2) piercing damage > > ***Quills.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit* 5 (1d6 + 2) piercing damage
> ##### They Made It Better In My Day > Solidly of the opinion that potions were brewed with greater skill in its childhood, before all this new-fangled magic, the **Porcupine of YesterYear** has made a study of exactly how the youth of today have gone wrong. > > * Roll with advantage to identify potions and poisons \page ### Badger of Etiquette There is a way to behave properly and then there is chaos. It may be distasteful to admit such a thin line between order and... *unseemly* havoc but there it is. One must simply keep to the *right* manner of behaviour and all shall be well. None yet know where the **Badger of Etiquette** found his waistcoat. The most prevalant theories rely heavily on the madness of magicians, the perverse humour of the Gods and even the flighty whims of the inhabitants of the Feywilds. The **Badger of Etiquette's** only comment is that of course it has a waistcoat, else it should be naked and, my goodness, such unbecoming attire would be mortifying. ___ > ## Badger of Etiquette >*Tiny beast, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 3(1d4 + 1) > - **Speed** 20 ft., burrow 5 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|11 (+0)|12 (+1)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Senses** darkvision 30 ft., passive Perception 11 > - **Languages**- > - **Challenge** 0 (10 XP) > ___ > ***Keen Smell.*** The badger has advantage on Wisdom (Perception) checks that rely on smell. > ### Actions > ***Bite.*** *Melee Weapon Attack:* +2 to hit, reach 5ft., one target. *Hit* 3 (1d4 + 2) piercing damage
> ##### A Most Sensible Waistcoat > Nothing in life could possibly be half as necessary 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* spell, disrupted by antimagic fields and so forth. > * The pockets of the waistcoat are treated as a *Bag of Holding* (PHB, page 153.) > * Use of the waistcoat pockets is only granted to those who request permission from the **Badger of Etiquette** with the correct social protocol and conduct > * On each attempt to gain access to the pockets, make a DC 12 Charisma check. On success, access is granted after the performance of the necessary eitquette. On failure, the **Badger of Ettiquette** will haughtily feign unawareness of the requester's presence for 1d12 minutes. ### Floating Stingray of Peril If anyone knows what it is like to have so much edge that your reflection harms mirrors, its the motherflippin' **Floating Stingray of Peril**. Born in darkness, trained in shadow, snoozing in the deep end of the paddling pool, this beast is so stealthy that sometimes even it doesn't know where to find itself. Of course, like all super-extreme, apex-predator death machines, it can also have a really hard time realising it has encountered a superior opponent ***in advance*** of being splatted against the nearest wall, like the ridiculous flying sea-pancake it is...the metaphor may have been stretched a little there. ___ > ## Floating Stingray of Peril >*Tiny beast, unaligned* > ___ > - **Armor Class** 14 > - **Hit Points** 5 (2d4) > - **Speed** 10 ft., fly 60 ft.(hover), swim 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|18 (+4)|11 (+0)|2 (-4)|9 (+0)|5 (-3)| >___ > - **Senses** darkvision 60 ft. > - **Languages** - > - **Challenge** 1/8 (25 XP) > ___ > *** Flyby.*** The **Floating Stingray of Peril** doesn't provoke oppurtunity attacks when it flies out of an enemy's reach. > ***Amphibious.*** The **Floating Stingray of Peril** can breathe air and water. > ### Actions > ***Sting.*** *Melee Weapon Attack:* +6 to hit, reach 5ft., one target. *Hit* 1 piercing damage plus 7 (3d4) poison damage.
> ##### Crouching Stingray, Hidden Brain > Stealth is to be unseen, unheard and unknown. It requires great skill and greater cunning. The **Floating Stingray of Peril** struggles with the latter. > > * When in Hiding (PHB, page 177.), each time the **Floating Stingray of Peril** spots an enemy, it must resist the urge to leap into the fray. > * On sight of each new enemy or, if they are grouped at the start of its turn, group of enemies, the **Floating Stingray of Peril** must make a DC 7 Wisdom Check > * On success, it may remain hidden. On failure, an urge to spring wildly into action compels it to make a surprise attack at the nearest enemy. \page ### Baby Beholder of Longing An adult and fully powered Beholder is a creature of dread to even the most seasoned adventurer. Their hatred of all other life forms, even among their own kind, has led to savage slaughter and despotic reigns over their disposable humanoid slaves. Weilding power of a strength matched only by their seething madness, kingdoms have turned to stone and ash before their many eyed gaze. This little ball of cuteness, on the other hand, is tiny, weak and in *desperate* need of a caring pat between the eyestalks. The **Baby Beholder of Longing** is a lonely thing and craves above all to be accepted and... dare it even dream...cared for. It has a hole in its heart and it wants to fill it with love. So, for the love of Pelor, provide that before it grows up and learns to use the hateful murder of all beings as a snuggly hole-filling alternative. ___ > ## Baby Beholder of Longing >*Tiny aberration, lawful neutral* > ___ > - **Armor Class** 12 (natural armour) > - **Hit Points** 19 (3d10+3) > - **Speed** 0 ft., fly 30 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|9 (+0)|12 (+1)|13 (+1)|13 (+1)|10 (+0)| >___ > - **Condition Immunities** prone > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** telepathy 60 ft., Undercommon > - **Challenge** 1/4 (50 XP) > ___ > ### Actions > ***Bite.*** *Melee Weapon Attack:* +1 to hit, reach 5ft., one target. *Hit* 2 (1d6 - 1) piercing damage > > ***Learner's Telekinetic Ray.*** The **Baby Beholder of Longing** shoots a ray from its main eye, choosing a target it can see within 60 ft. of it. > If target is a creature, it must suceed on a DC 11 Strength saving throw or the **Baby Beholder of Longing** moves it up to 20 ft. in any direction. It is released from the grip of the ray at the end of the **Baby Beholder of Longing's** turn. >If the target is an object weighing 200 pounds or less that isn't being worn or carried, it is moved up to 20 feet in any direction. The **Baby Beholder of Longing** cannot exert fine control on objects with this ray, such as manipulating tools or opening doors or containers.
> ##### An Unfortunate Heritage > Across almost every world in the vast sprawl of the D&D multiverse, Beholders are feared and hated and their offspring are no exception. NPCs, or even party members, encountering this Familiar may react extremely negatively, so check with your DM if this is a feasible choice in their world and, if so, prepare for a lot of roleplaying (which is actually the fun part anyway!) > ##### Yes You Are, Yes You Are > The **Baby Beholder of Longing** is a loyal and trusting compainon, however its nature cannot be delayed forever. On selecting this Familiar, roll a d6. At your DM's discretion, this is the number of either years or months until the **Baby Beholder of Longing** reaches maturity. Should this time elapse in-game, the **Baby Beholder of Longing** becomes an adult 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 Beholder (evil, deranged and murderous) from then on... *unless* the heart of the longing child has been filled with care and it has, at some point, been told the *exact* phrase "Who's a good boy? You are! Yesh you are!" at some point. **NO META-GAMING!** This still breaks the Familiar bond but, congrats, you've raised the first ever non-psycopathic Beholder. > ##### Variant Ray In the place of **Learner's Telekinetic Ray** you may permenantely substitute **Learner's Petrification Ray**. This change must be made before any use of this Familiar in-game and cannot be reversed. The mechanics are these: > The **Baby Beholder of Longing** shoots a ray from its main eye, choosing a target it can see within 60 ft. of it. Roll a d20. Treat any roll between 2 to 19 as an attempt to use the *Eldritch Blast* cantrip, with 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. \page ### Skunk of Valour A rose by any other name may smell as sweet but this is not a rose. It is a skunk. The obvious judgement may be levied at this creature without significant challenge however, as is usually the case, there is more beneath the surface. Or smell, in this instance. The **Skunk of Valour** may be a monochrome menace to the nearest nasal cavity but beneath the stench lies the soul 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* > ___ > - **Armor Class** 12 (natural armour) > - **Hit Points** 7 (2d6) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|7 (-2)|15 (+2)|11 (+0)|2 (-4)|10 (+0)|4 (-3)| >___ > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** - > - **Challenge** 1/8 (25 XP) > ___ > ### 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.
> ##### Honour Must Be Satisfied > The noble **Skunk of Valour** is honour bound to serve those in need, whatever their plight or position. Armed with crudely fashioned gear from the forest floor, it is equipped with the following: > > **Pinecone Sword.** 1d4 slashing damage, light > **Armour of Twigs.** To be treated as natural armour. The life force of the forest flows though this to imbue the wearer with resistance to necrotic damage. Only equipable to the **Skunk of Valour** becuase who the hell else is skunk-shaped?
### Sources Made in the Homebrewery:http://homebrewery.naturalcrit.com/ CRAB: http://vignette3.wikia.nocookie.net/parasiteeve/images/6/63/Crab.png/revision/20160406225840 BEHOLDER: http://vignette4.wikia.nocookie.net/dragons-crown/images/2/2c/Gaze.png/revision/latest?cb=20130811012606
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PART 2 | BORING STUFF