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SVEN writes adventures for Dungeons and ROSE is an LGBTQ+ freelance illustrator

Dragons and other TTRPGs—and anything as well as the art director for Cities of
that goes with them! Adventures, NPCs, Myth. Their specialty lies in colorful
sidekicks, creatures, subclasses, spells, character illustrations, and character
lore, magic items, game mechanics—you designs. They most enjoy the process of
can find it all in my portfolio! @SvenWrites creating and drawing unique and diverse
folx. @Roselysium

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FAMILIARS. The companions in this their new friend. If their relationship
book have little in common with the develops in mutual support and trust, a
common familiars summoned by warlocks true companion bond can be established!
or wizards with a find familiar spell. They
can take actions as any other creature, FANTASTIC. The familiars of this book
and they act out of their own motivation. have fantastic abilities and can grant
They may take suggestions, based on their amazing companion boons. They are best
persona, but never orders. They can still be employed as special sidekicks in game,
fey, celestial, or fiends—your choice! and may even ask for help with personal
quests! They level alongside their bonded
FRIENDLY. These familiars want a partner. If they are reduced to zero hit
companion—but none of them will just points, they start making death saves like
tag along with anyone. Each of them has a player character. If they die, they vanish
preferred characteristics they are looking in a cloud of multicolored dust and can be
for in a companion. If they find someone returned to life only by a wish spell or when
who is a good fit, they begin to accompany their bonding ceremony is performed.

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FANTASTIC FRIENDLY FAMILIARS. make handling them at the table easier,
This little book contains five fantastic this book contains a stat sheet for every
friendly familiars to act as player companion, from level 1 to level 8. These
companions. Each of them comes with contain all the sidekick’s updated abilities
a general description and the following and stats at the respective level. Ideally, the
additional sections: level of the sidekick should always match
the level of their bonded player character.
• Persona. This lists the likes and
dislikes of each companion, to COMPANION BOND. To make their
give them personality and use in connection feel more real and valuable,
establishing a companion bond. player character and companion can work
• Bonding. Here you can find the towards a true companion bond. This is a
special requirements for establishing process intended to stretch across multiple
a companion bond and the boons character levels, but you can speed it up
granted by it. as you like. Each companion has their
• Quests. This gives inspiration for own requirements and can grant unique
two short quests that you can use to boons. If you use them in multi-player
integrate the companion better into campaigns instead of solo play, take care
your adventure. that nobody at the table feels jealous of a
companion bond. When the time comes,
COMPANION SHEETS. The companions the player character instinctively learns the
in this book can be used like sidekicks, requirements of the bonding ceremony.
leveling up with the player characters. To

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Establishing a companion bond with one dislikes, their affection diminishes by 1.
of these fantastic friendly familiars does Affection starts at 0 and can only grow or
not happen overnight. Both partners have diminish by 1 each per day. They cannot
to show trust and love as the bonding gain affection from the same like on two
process proceeds through multiple stages. consecutive days. If affection reaches +5,
the familiar asks for help on a personal
INTRODUCTIONS. The familiar makes quest. If affection reaches -3, the familiar,
contact, often drawn by a personality trait sadly, leaves—forever.
of their prospective partner. They usually
test the person who draws their attention PERSONAL QUEST. Once a familiar is
by asking for help with something that is sure their prospective companion shares
currently on their mind, an introductory their values and is a good friend and great
quest. They can communicate telepathical- person, they ask for help on a personal
ly, but only in images and only with their quest. If this is concluded successfully,
chosen partner. If the initial contact goes they are ready for the next and final step in
well, the familiar sticks around to see if this their relationship.
relationship can mature beyond.
COMPANION BOND. The familiar is now
BLOSSOMING FRIENDSHIP. Each certain that they want to stay with their
familiar has likes and dislikes. If the person. To establish a true companion
person they are growing familiar with does bond, there’s a special ceremony that must
something they like, their affection grows be performed. If successful, it grants boons
by 1. If they do something the familiar to the bonded companions.

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MAGIC AFFINITY. An aurilax loves
nothing more than magic! It is fascinated
by it in all its forms—but it is particularly
drawn to arcane magic, as practiced by
wizards, sorcerers, and bards.
EPHEMERAL. Aurilax are graceful beings,
gently prancing through the world like
something out of a fairy tale. They can be
so fae-like that they seem to shift in and
out of reality. An aurilax will not interact
physically with the world if it can be
helped—unless it is to show affection with
a bonded partner.
DREAMY. It can be difficult to catch
and hold the attention of an aurilax if you
don’t have interesting magic. Aurilax will
often chase after or stop in fascination of
something only they seem able to perceive,
as if they can see beyond a veil shrouding a
world entirely different from our own.

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LIKES. The aurilax loves:
• being shown a spell or magical effect
it has not seen before
• musical performances and dancing;
needs to pass a DC 12 Charisma
(Performance) check to count
• being gifted a small enchanted item
• playing with an illusion, especially if
created specifically for it; the aurilax
treats the illusion as real
• seeing someone turn invisible or
teleporting
DISLIKES. The aurilax does not care for:
• being touched when it does not
initiate the contact
• being interrupted when it watches
something on the Ethereal Plane
• harming any fey creature
• being told what to do
• ruckus and noisy places and people

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INTRODUCTORY QUEST. The aurilax PERSONAL QUEST. There are portals
has found a magical item of uncommon or to other planes of existence, scattered
lower rarity. It just cannot reach it by itself. throughout the world. The aurilax has
There is a scary monster nearby, and the always been able to see some of these
aurilax worries that it would not be able to other worlds, and it longs to visit the
get away, even if it uses some of its tricks. marvelous creatures and phenomena it
The guardian is a meazel. The aurilax has witnessed there.
become aware of some people nearby who
seem nice—and some of them even seem The aurilax does not know how to get to
to have magic of their own! the Ethereal Plane by itself, but it does
know of a creature that can travel there. It
The aurilax approaches one of them who has no idea what that creature is and how
seems particularly gifted in magic and tries to convince it to let it travel to the Ethereal
to lure them to the location of the item, Plane, but it does know where it resides.
attempting to warn them of the danger.
The creature is a powerful succubus who
The item can be anything that would can use her Etherealness ability to travel
prove useful to the party, ideally not to the with other creatures once per day, as per
character singled out by the aurilax. The the plane shift spell. The succubus, Lahira,
aurilax just noses and inspects the item for wants something in return: she fell in
a few minutes until it picks it up and brings love with a mortal and wants to romance
it to the character it senses could make them—without deceit, no magic. But how
best use of it. does this “dating” thing actually work?

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Once an aurilax is willing, the following A companion bond with an aurilax grants
ceremony can forge the companion bond: one of the following companion boons (the
player’s choice):
COMPONENTS. A consumable magic
item of uncommon or rarer rarity; the BALMY PRESENCE. If you start your turn
ability to travel to the Ethereal Plane. with your companion within 10 feet of you,
you gain 1d6 temporary hit points.
LOCATION. A place where the Prime
Material and other planes intersect. A COMPANION STEP (3/Day). When your
moonwell on the Moonshae Isles would be companion uses its Misty Step ability, you
just perfect, but a faerie ring would do. can use your reaction to teleport with it if
you are within 5 feet of it.
THE RITUAL. The aurilax and its
companion must use the consumable TELEPATHIC LINK. The aurilax and its
magic item together while on the Ethereal companion become telepathically linked.
Plane. This shared experience of magic They can communicate telepathically as if
in this special realm binds them together sharing a language while they are within
forever. The aurilax cozies up to its 1 mile of each other on the same plane of
companion, exuding a balmy calm, and existence. Once per day, the aurilax can
for the first time teleports itself and its teleport to its bond partner or teleport its
companion together—before they finally bond partner to it while within telepathic
hear each others’ mind voices... communication range.

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11 8 35
ft.

STR DEX CON INT WIS CHA


-4 +1 +0 +3 +1 -1
SKILLS Arcana +5, Insight +3
SENSES truesight 10 ft., passive
Perception 11
LANGUAGES understands Sylvan but
can’t speak
MAGIC AFFINITY. The aurilax senses
magic within 20 feet of it and can identify
the school of magic.
EPHEMERAL SENSES. The aurilax can
interact with illusions as if they were real. It
is immune to damage from illusions.
MIND BLAST | ACTION. A target the
aurilax can see within 30 feet must succeed
on a DC 13 Wisdom saving throw or be
10 stunned until the end of its next turn.
11 12 35
ft.
EPHEMERAL SENSES. The aurilax can
STR DEX CON INT WIS CHA interact with illusions as if they were real. It
-4 +1 +0 +3 +1 -1 is immune to damage from illusions.
SKILLS Arcana +5, Insight +3 MIND BLAST | ACTION. A target the
SENSES truesight 10 ft., passive aurilax can see within 30 feet must succeed
Perception 11 on a DC 13 Wisdom saving throw or be
LANGUAGES understands Sylvan but stunned until the end of its next turn.
can’t speak MISTY STEP | ACTION. A fine rainbow
MAGIC AFFINITY. The aurilax senses mist surrounds the aurilax and it teleports
magic within 20 feet of it and can identify up to 30 feet to a location it can see.
the school of magic.

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11 17 35
ft. MIND BLAST | ACTION. A target the
aurilax can see within 30 feet must succeed
STR DEX CON INT WIS CHA on a DC 13 Wisdom saving throw or be
stunned until the end of its next turn.
-4 +1 +0 +3 +1 -1
MISTY STEP | ACTION. A fine rainbow
SKILLS Arcana +5, Insight +3 mist surrounds the aurilax and it teleports
SENSES truesight 10 ft., passive up to 30 feet to a location it can see.
Perception 11
LANGUAGES understands Sylvan but BALMY STEP (3/DAY). When the aurilax
can’t speak uses its Misty Step, it can choose one
creature within 5 feet of where it appears
MAGIC AFFINITY. The aurilax senses or disappears. The creature immediately
magic within 20 feet of it and can identify regains hit points equal to 1d6 + half the
the school of magic. aurilax’ level (rounded down).
EPHEMERAL SENSES. The aurilax can
interact with illusions as if they were real. It
is immune to damage from illusions.

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11 21 35
ft. MIND BLAST | ACTION. A target the
aurilax can see within 30 feet must succeed
STR DEX CON INT WIS CHA on a DC 14 Wisdom saving throw or be
stunned until the end of its next turn.
-4 +1 +0 +4 +1 -1
MISTY STEP | ACTION. A fine rainbow
SKILLS Arcana +6, Insight +3 mist surrounds the aurilax and it teleports
SENSES truesight 10 ft., passive up to 30 feet to a location it can see.
Perception 11
LANGUAGES understands Sylvan but BALMY STEP (4/DAY). When the aurilax
can’t speak uses its Misty Step, it can choose one
creature within 5 feet of where it appears
MAGIC AFFINITY. The aurilax senses or disappears. The creature immediately
magic within 20 feet of it and can identify regains hit points equal to 1d6 + half the
the school of magic. aurilax’ level (rounded down).
EPHEMERAL SENSES. The aurilax can
interact with illusions as if they were real. It
is immune to damage from illusions.

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MIND BLAST | ACTION. A target the
11 26 35 aurilax can see within 30 feet must succeed
on a DC 15 Wisdom saving throw or be
ft.
stunned until the end of its next turn.
STR DEX CON INT WIS CHA MISTY STEP | ACTION. A fine rainbow
-4 +1 +0 +4 +1 -1 mist surrounds the aurilax and it teleports
up to 30 feet to a location it can see.
SKILLS Arcana +7, Insight +3 BALMY STEP (4/DAY). When the aurilax
SENSES truesight 10 ft., passive uses its Misty Step, it can choose one
Perception 11 creature within 5 feet of where it appears
LANGUAGES understands Sylvan but or disappears. The creature immediately
can’t speak regains hit points equal to 1d6 + half the
MAGIC AFFINITY. The aurilax senses aurilax’ level (rounded down).
magic within 20 feet of it and can identify INVISIBILITY | ACTION (1/DAY). The
the school of magic. aurilax and creatures up to its Intelligence
EPHEMERAL SENSES. The aurilax can modifier within 5 feet of it turn invisible for
interact with illusions as if they were real. It 1 hour or until they take an action.
is immune to damage from illusions.

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MIND BLAST | ACTION. A target the
aurilax can see within 30 feet must succeed
on a DC 15 Wisdom saving throw or be
stunned until the end of its next turn.

11 30 35 MISTY STEP | ACTION. A fine rainbow


ft. mist surrounds the aurilax and it teleports
up to 30 feet to a location it can see.
STR DEX CON INT WIS CHA BALMY STEP (4/DAY). When the aurilax
-4 +1 +0 +4 +1 -1 uses its Misty Step, it can choose one
creature within 5 feet of where it appears
SKILLS Arcana +7, Insight +3 or disappears. The creature immediately
SENSES truesight 10 ft., passive regains hit points equal to 1d6 + half the
Perception 11 aurilax’ level (rounded down).
LANGUAGES understands Sylvan but
can’t speak INVISIBILITY | ACTION (1/DAY). The
aurilax and creatures up to its Intelligence
MAGIC AFFINITY. The aurilax senses modifier within 5 feet of it turn invisible for
magic within 20 feet of it and can identify 1 hour or until they take an action.
the school of magic.
RAINBOW STEP. When the aurilax
EPHEMERAL SENSES. The aurilax can uses its Misty Step, it can choose one
interact with illusions as if they were real. It creature within 5 feet of where it appears
is immune to damage from illusions. or disappears. The creature must succeed
on a DC 15 Constitution saving throw or be
blinded until the end of its next turn.

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MISTY STEP | ACTION. A fine rainbow
mist surrounds the aurilax and it teleports
up to 30 feet to a location it can see.
11 35 35 BALMY STEP (4/DAY). When the aurilax
ft. uses its Misty Step, it can choose one
creature within 5 feet of where it appears
STR DEX CON INT WIS CHA or disappears. The creature immediately
-4 +1 +0 +4 +1 -1 regains hit points equal to 1d6 + half the
aurilax’ level (rounded down).
SKILLS Arcana +7, Insight +3 INVISIBILITY | ACTION (1/DAY). The
SENSES truesight 10 ft., passive aurilax and creatures up to its Intelligence
Perception 11 modifier within 5 feet of it turn invisible for
LANGUAGES understands Sylvan but 1 hour or until they take an action.
can’t speak
RAINBOW STEP. When the aurilax
MAGIC AFFINITY. The aurilax senses uses its Misty Step, it can choose one
magic within 20 feet of it and can identify creature within 5 feet of where it appears
the school of magic. or disappears. The creature must succeed
EPHEMERAL SENSES. The aurilax can on a DC 15 Constitution saving throw or be
interact with illusions as if they were real. It blinded until the end of its next turn.
is immune to damage from illusions. PRANCING STEP. When the aurilax uses
MIND BLAST | ACTION. A target the its Misty Step, it can immediately use it a
aurilax can see within 30 feet must succeed second time.
on a DC 15 Wisdom saving throw or be
stunned until the end of its next turn. 16
MISTY STEP | ACTION. A fine rainbow
mist surrounds the aurilax and it teleports

11 39 35 up to 30 feet to a location it can see.


BALMY STEP (5/DAY). When the aurilax
ft.
uses its Misty Step, it can choose one
creature within 5 feet of where it appears
STR DEX CON INT WIS CHA or disappears. The creature immediately
-4 +1 +0 +5 +1 -1 regains hit points equal to 1d6 + half the
aurilax’ level (rounded down).
SKILLS Arcana +8, Insight +3
SENSES truesight 10 ft., passive INVISIBILITY | ACTION (1/DAY). The
Perception 11 aurilax and creatures up to its Intelligence
LANGUAGES understands Sylvan but modifier within 5 feet of it turn invisible for
can’t speak 1 hour or until they take an action.
MAGIC AFFINITY. The aurilax senses RAINBOW STEP. When the aurilax
magic within 20 feet of it and can identify uses its Misty Step, it can choose one
the school of magic. creature within 5 feet of where it appears
or disappears. The creature must succeed
EPHEMERAL SENSES. The aurilax can on a DC 16 Constitution saving throw or be
interact with illusions as if they were real. It blinded until the end of its next turn.
is immune to damage from illusions.
PRANCING STEP. When the aurilax uses
MIND BLAST | ACTION. A target the its Misty Step, it can immediately use it a
aurilax can see within 30 feet must succeed second time.
on a DC 16 Wisdom saving throw or be
stunned until the end of its next turn. 17
CUTE WARRIORS. It’s difficult to imagine
such a cutie could harm anyone, but miz-
znims are fierce warriors, actually seeking
out situations where they can prove them-
selves. They also test companions by en-
gaging them—playfully. Fighters, paladins,
and barbarians are the preferred targets of
their play-fights—they can take it!
INDESTRUCTIBLE. Mizznims regularly
survive seemingly impossible odds. There
is no way to explain this, really... Mizznims
delight in showing off this hardiness.
ERRATIC. A mizznim’s greatest
strength is not its athleticism, or near
indestructibility—but its unpredictability!
The world’s best fencer doesn’t fear the
world’s second best fencer—they fear the
worst one. For they cannot predict what
the fool will do. This very much sums up
fighting a mizznim—or just interacting
with it... which is often the same thing.

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1
LIKES. The mizznim loves:
• play-fights—but they don’t count
unless someone loses hit points
• combat, especially when the mizznim
gets to down someone
• competitions of all kinds, especially
something physical like tree-climbing
• engaging obstacles head-on
• surprises of all kinds
DISLIKES. The mizznim does not care for:
• waiting around and doing nothing, like
staying in the same inn for a day
• getting downed or becoming
frightened by an enemy—this
embarrasses the mizznim
• losing fights or retreating from an
enemy who is still up and fighting
• plotting and planning over action
• attacking someone noticeably weaker
than itself (or its group)

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1
INTRODUCTORY QUEST. The mizznim PERSONAL QUEST. The mizznim has
approaches a character it has singled only one point of shame in its past—but
out, ideally after an exhausting battle it’s a big one: it has been exiled from its
the potential companion has proven clan when it ran away from a foe during
themselves in through martial prowess. a coming-of-age ceremony. In this rite,
a young mizznim has to best the first
The mizznim performs its signature war creature it encounters when entering a
dance, trying to initiate combat—targeting particular valley. This is usually a giant
only its prospective companion. A DC 10 weasel or a poisonous snake, and there
Wisdom (Insight) check reveals that this is is no specific rule for what “encounter”
intended to be playful. The mizznim does means. This brave little mizznim went for a
not give up until its target accepts. tyrannosaurus rex it saw raise its head over
The mizznim goes all out, trying to prove the valley’s trees when entering...
its own worth. It only gives up when it There is only one way for the mizznim to
would be reduced to 0 hit points. It uses redeem itself—return to the foe that made
its Unbreakable trait to negate that damage it run away and best it. Technically, the
and immediately starts aggressively coming-of-age ceremony is still on... There
cuddling its new friend. If the mizznim is only one important rule: the mizznim
reduces its opponent to 0 hit points and must deal the killing blow and it must
the combat lasted at least 3 rounds, it laps fight alone unless it has a companion, for
their wounds and cuddles up to them in a the tribe views a mizznim and its chosen
protective manner. companion as inseparable.
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Once a mizznim is willing, the following A companion bond with a mizznim grants
ceremony can forge the companion bond: one of the following companion boons (the
player’s choice):
COMPONENTS. A trophy from a foe the
mizznim and its companion have slain SHARED JOY. The mizznim’s companion
together; war paint (can be just mud or can roll on the Erratic Behavior table at
blood). the start of each of their turns while the
mizznim is in War Dance and within 30
LOCATION. A battlefield just after the feet of its companion.
fighting ended, preferably both mizznim
and its companion still drenched in blood. SYNCHRONIZED DANCE. When the
mizznim is in War Dance, its companion
THE RITUAL. The mizznim and its can use their reaction when the mizznim
companion must consume part of the attacks to move up to 30 feet and make a
slain foe together before painting each melee attack against the same target. Both
other with war paint. The mizznim breaks attacks have advantage. This ability can
out into a joyous war dance and nudges only be used once per War Dance.
their companion to join in, as the rush of
glory pumps through both their veins. The PUMPED UP. The companion can use the
mizznim’s joyous erratic abandon takes mizznim’s Unbreakable trait once per day.
over their companion, as they break into The mizznim must be in War Dance and
their first truly shared war dance together! within 30 feet of the companion for this
ability to work.

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12 8 30 ft.
(climb)

STR DEX CON INT WIS CHA


+2 +2 +2 -3 +1 +0
SAVING THROWS Dex +4, Con +4
SKILLS Athletics +6
SENSES passive Perception 11
LANGUAGES —
UNBREAKABLE (1/DAY). When the
Mizznim takes damage, it can use its
reaction to take no damage.
SCRATCH | ACTION. Melee Weapon
Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.

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12 13 30 ft. SCRATCH | ACTION. Melee Weapon
(climb) Attack: +4 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage.
STR DEX CON INT WIS CHA WAR DANCE | BONUS ACTION (2/
+2 +2 +2 -3 +1 +0 DAY). The mizznim enters a joyful war
dance, dazzling opponents with its antics:
SAVING THROWS Dex +4, Con +4
SKILLS Athletics +6 • its armor class becomes 14
SENSES passive Perception 11 • it has advantage on Dexterity checks
LANGUAGES — and saving throws

UNBREAKABLE (1/DAY). When the The war dance lasts for 1 minute or until
Mizznim takes damage, it can use its the mizznim drops unconscious.
reaction to take no damage. ERRATIC. When the mizznim starts its
turn while in War Dance, roll on the Erratic
Behavior table.

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d20 Behavior d20 Behavior
Normal. The mizznim jumps around Grapple. The mizznim tries to grapple
1-9 aimlessly and screeches in joy. In 15 a random enemy in reach. It cannot
other words, it behaves as usual. attack while it is grappling something.
Jump. The mizznim makes a long Push. The mizznim tries to shove
10 jump or a high jump up to its jumping 16 a random enemy within reach. The
distance; this costs it movement. target cannot be larger than Medium.
Move. The mizznim moves up to half War Cry. Enemies within 5 feet:
11 its movement in a random direction; 17 Wisdom save or frightened until end
this does not cost it movement. of next turn (DC as for Distracting).
Attack. The mizznim makes one Reckless. The mizznim attacks with ad-
12 Scratch attack against a random 18 vantage this turn, but attacks against
creature within reach. it have advantage for one round.
Dodge. The mizznim takes the Dodge Second Wind. The mizznim regains hit
13 action and cannot take any other 19 points equal to 1d6 plus half its level
action on this turn. (rounded down).
Rooted. The mizznim cannot move Erratic. All attacks against the
14 this turn, but gains a +4 bonus to its 20 mizznim have disadvantage until the
damage until the start of its next turn. start of its next turn.

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WAR DANCE | BONUS ACTION (3/
12 19 30 ft. DAY). The mizznim enters a joyful war
dance, dazzling opponents with its antics:
(climb)
• its armor class becomes 14
STR DEX CON INT WIS CHA • it has advantage on Dexterity checks
+2 +2 +2 -3 +1 +0 and saving throws
The war dance lasts for 1 minute or until
SAVING THROWS Dex +4, Con +4 the mizznim drops unconscious.
SKILLS Athletics +6
SENSES passive Perception 11 ERRATIC. When the mizznim starts its
LANGUAGES — turn while in War Dance, roll on the Erratic
Behavior table.
UNBREAKABLE (1/DAY). When the
Mizznim takes damage, it can use its DISTRACTING. While it is in War Dance,
reaction to take no damage. any creature that starts its turn within
10 feet of the mizznim must succeed on
SCRATCH | ACTION. Melee Weapon a DC 12 Wisdom saving throw or have
Attack: +4 to hit, reach 5 ft., one target. Hit: disadvantage on all attacks except against
5 (1d6 + 2) piercing damage. the mizznim on its current turn.

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WAR DANCE | BONUS ACTION (3/
12 28 30 ft. DAY). The mizznim enters a joyful war
dance, dazzling opponents with its antics:
(climb)
• its armor class becomes 14
STR DEX CON INT WIS CHA • it has advantage on Dexterity checks
+2 +2 +3 -3 +1 +0 and saving throws
The war dance lasts for 1 minute or until
SAVING THROWS Dex +4, Con +5 the mizznim drops unconscious.
SKILLS Athletics +6
SENSES passive Perception 11 ERRATIC. When the mizznim starts its
LANGUAGES — turn while in War Dance, roll on the Erratic
Behavior table.
UNBREAKABLE (1/DAY). When the
Mizznim takes damage, it can use its DISTRACTING. While it is in War Dance,
reaction to take no damage. any creature that starts its turn within
10 feet of the mizznim must succeed on
SCRATCH | ACTION. Melee Weapon a DC 13 Wisdom saving throw or have
Attack: +4 to hit, reach 5 ft., one target. Hit: disadvantage on all attacks except against
5 (1d6 + 2) piercing damage. the mizznim on its current turn.

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WAR DANCE | BONUS ACTION (3/
DAY). The mizznim enters a joyful war
dance, dazzling opponents with its antics:
12 35 30 ft. • its armor class becomes 15
(climb) • it has advantage on Dexterity checks
and saving throws
STR DEX CON INT WIS CHA
The war dance lasts for 1 minute or until
+2 +2 +3 -3 +1 +0 the mizznim drops unconscious.
SAVING THROWS Dex +5, Con +6 ERRATIC. When the mizznim starts its
SKILLS Athletics +8 turn while in War Dance, roll on the Erratic
SENSES passive Perception 11 Behavior table.
LANGUAGES —
DISTRACTING. While it is in War Dance,
UNBREAKABLE (1/DAY). When the any creature that starts its turn within
Mizznim takes damage, it can use its 10 feet of the mizznim must succeed on
reaction to take no damage. a DC 14 Wisdom saving throw or have
disadvantage on all attacks except against
SCRATCH | ACTION. Melee Weapon
the mizznim on its current turn.
Attack: +5 to hit, reach 5 ft., one target. Hit:
5 (1d6 + 2) piercing damage. EXTRA ATTACK. The mizznim can attack
twice, instead of once, whenever it takes
the Attack action on its turn.

27
WAR DANCE | BONUS ACTION (4/
DAY). The mizznim enters a joyful war
dance, dazzling opponents with its antics:
• its armor class becomes 15
12 41 30 ft. • it has advantage on Dexterity checks
and saving throws
(climb)
The war dance lasts for 1 minute or until
STR DEX CON INT WIS CHA the mizznim drops unconscious.
+2 +2 +3 -3 +1 +0 ERRATIC. When the mizznim starts its
turn while in War Dance, roll on the Erratic
SAVING THROWS Dex +5, Con +6 Behavior table.
SKILLS Athletics +8
SENSES passive Perception 11 DISTRACTING. While it is in War Dance,
LANGUAGES — any creature that starts its turn within
10 feet of the mizznim must succeed on
UNBREAKABLE (1/DAY). When the a DC 14 Wisdom saving throw or have
Mizznim takes damage, it can use its disadvantage on all attacks except against
reaction to take no damage. the mizznim on its current turn.
SCRATCH | ACTION. Melee Weapon EXTRA ATTACK. The mizznim can attack
Attack: +5 to hit, reach 5 ft., one target. Hit: twice, instead of once, whenever it takes
5 (1d6 + 2) piercing damage. the Attack action on its turn.
HYPERACTIVE. While in War Dance, the
mizznim can take the Dash or Disengage
action as a bonus action on its turns.
28
• its armor class becomes 15
• it has advantage on Dexterity checks
and saving throws
The war dance lasts for 1 minute or until
12 48 30 ft. the mizznim drops unconscious.
(climb) ERRATIC. When the mizznim starts its
turn while in War Dance, roll on the Erratic
STR DEX CON INT WIS CHA Behavior table.
+2 +2 +3 -3 +1 +0 DISTRACTING. While it is in War Dance,
any creature that starts its turn within
SAVING THROWS Dex +5, Con +6 10 feet of the mizznim must succeed on
SKILLS Athletics +8 a DC 14 Wisdom saving throw or have
SENSES passive Perception 11 disadvantage on all attacks except against
LANGUAGES — the mizznim on its current turn.
UNBREAKABLE (1/DAY). When the EXTRA ATTACK. The mizznim can attack
Mizznim is takes damage, it can use its twice, instead of once, whenever it takes
reaction to take no damage. the Attack action on its turn.
SCRATCH | ACTION. Melee Weapon HYPERACTIVE. While in War Dance, the
Attack: +5 to hit, reach 5 ft., one target. Hit: mizznim can take the Dash or Disengage
5 (1d6 + 2) piercing damage. action as a bonus action on its turns.
WAR DANCE | BONUS ACTION (4/ BALL OF FURY | ACTION (1/WAR
DAY). The mizznim enters a joyful war DANCE). The mizznim makes a Scratch
dance, dazzling opponents with its antics: attack against every creature within 5 feet.
29
• its armor class becomes 15
• it has advantage on Dexterity checks
and saving throws
The war dance lasts for 1 minute or until
12 54 30 ft. the mizznim drops unconscious.
(climb) ERRATIC. When the mizznim starts its
turn while in War Dance, roll on the Erratic
STR DEX CON INT WIS CHA Behavior table.
+3 +2 +3 -3 +1 +0 DISTRACTING. While it is in War Dance,
any creature that starts its turn within
SAVING THROWS Dex +5, Con +6 10 feet of the mizznim must succeed on
SKILLS Athletics +9 a DC 14 Wisdom saving throw or have
SENSES passive Perception 11 disadvantage on all attacks except against
LANGUAGES — the mizznim on its current turn.
UNBREAKABLE (1/DAY). When the EXTRA ATTACK. The mizznim can attack
Mizznim is takes damage, it can use its twice, instead of once, whenever it takes
reaction to take no damage. the Attack action on its turn.
SCRATCH | ACTION. Melee Weapon HYPERACTIVE. While in War Dance, the
Attack: +6 to hit, reach 5 ft., one target. Hit: mizznim can take the Dash or Disengage
6 (1d6 + 3) piercing damage. action as a bonus action on its turns.
WAR DANCE | BONUS ACTION (4/ BALL OF FURY | ACTION (1/WAR
DAY). The mizznim enters a joyful war DANCE). The mizznim makes a Scratch
dance, dazzling opponents with its antics: attack against every creature within 5 feet.
30
GOTTA GO FAST! The faffny prides itself SNOOTY. Most faffnys are rather reserved
for being one of the fastest creatures in and stand-offish. Some might even call
existence. It can outrun almost anything, them snooty, but they really just have high
and it delights in it! A faffny particularly standards. A faffny that is around
likes to be around monks, rangers, rogues, friends, however, can become
or anyone else highly mobile. quite cuddly—especially with a
bonded partner.
HUNTER. Faffnys are born hunters, they
love to run down prey. While hunting, they
make use of their speed and lightning-fast
reflexes to stay out of danger. In this
way, they can exhaust even much
stronger foes. A faffny is very
patient and methodical in this
kind of hunt.

FABULOUS. The faffny is


simply divine! Luxurious fur,
a graceful gait, head held high
in the knowledge of its own
magnificence. The faffny is
adorable and expects to be adored.

31
1
LIKES. The faffny loves:
• beautiful and refined adornments for
itself or its friends, like flower bands
• races for fun and competition
• traveling, ideally most of the day
• prettying up: taking baths, getting its
long luxurious fur brushed, etc.
• chasing and hunting prey
• helping particularly slow creatures (25
ft. movement or less) with its speed
DISLIKES. The faffny does not care for:
• smelly or dirty places and people
• having to spend time around new
people it didn’t choose to meet
• staying in the same settlement or
camp for more than one or two days
• having to be still and not move
around, like staying inside for 1 hour
or more
• being denied the prey it hunted down

32
INTRODUCTORY QUEST. The faffny PERSONAL QUEST. There is a famous
suddenly breaks out of the trees or a side- annual race being held in a nearby
alley—hot on the heals of something settlement, the “Znippy Zip”. Znippy is a
moving by like a flash, cackling wildly! kobold who prides herself to be the best
After a short pursuit, the faffny breaks competitor in the race named after her. It
off, huffing in frustration. The faffny is is a companion race, where a humanoid
chasing a quickling—annoyed that it found and their pet compete together—no rules,
something faster than itself. except the team wins that first has both
across the finish line. Znippy’s companion
As the faffny turns around, it immediately is an allosaurus named Kiki. The faffny
lays eyes on the fastest or most absolutely must win, to prove to itself that
experienced in hunting among the it and its companion are simply the best.
characters and runs over to them, nudging
them urgently in the direction the quickling You can run this as a chase (as outlined
vanished in. The faffny obviously wants in the Running the Game section of the
help, but the quickling is gone—for now. Dungeon Masters Guide) with as many
teams as you like, but Znippy and Kiki
The quickling keeps harassing the faffny are the strongest competitors. They have
and the party, until they can figure out a the advantage that Znippy can ride Kiki,
way to catch it, together. After this, the making up for her short legs—and that
faffny will stay with them—recognizing that Kiki is an allosaurus, d’uh. Defeating them
sometimes, a hunting partner is what you requires speed as well as cunning.
need to run down challenging prey.

33
Once a faffny is willing, the following A companion bond with a faffny grants
ceremony can forge the companion bond: one of the following companion boons (the
player’s choice):
COMPONENTS. A piece of jewelry or
other adornment; fine oils, scents and COMPANION MARK. An attack by the
soaps worth at least 25 gp. faffny’s companion that hits a creature
affected by the faffny’s Mark ability
LOCATION. A clear pond, a hot spring, becomes a critical hit. The faffny and its
a refreshing mountain river, or another companion must finish a long rest before
vitalizing source of water. they can use this ability again.
THE RITUAL. As much as the faffny SIDE BY SIDE. When the faffny uses its
enjoys the hunt and doesn’t mind getting Windswift ability, its companion can use its
dirty—it only does so in expectation of the reaction to move with the faffny up to their
relaxation and restoration to come. And own movement speed but must stay side-
now it wants to share a spa day with its by-side within 5 feet of the faffny during.
companion! The two spend 24 h relaxing,
prettying up together, and taking beauty COORDINATED REFLEXES. When
regimens together. At the end, they feel the faffny uses its Quick Reflexes, its
more in tune than ever and ready for the companion can use its reaction to make an
next hunt! It’s as if this time spent together attack against the creature that triggered
has propelled them to a completely new it if it is within range. The companion’s
level of understanding and coordination. attack has advantage.

34
13 8 60
ft.

STR DEX CON INT WIS CHA


+0 +3 +0 -4 +1 +0
SKILLS Acrobatics +5
SENSES passive Perception 11
LANGUAGES —
KEEN SENSES. The faffny has advantage
on Wisdom (Perception) checks that rely
on sight.
WINDSWIFT. The faffny can double its
movement for one turn. It must stand still
for one turn before it can do so again.
BITE. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.

35
13 12 60
ft.

STR DEX CON INT WIS CHA WINDSWIFT. The faffny can double its
+0 +3 +0 -4 +1 +0 movement for one turn. It must stand still
for one turn before it can do so again.
SKILLS Acrobatics +5
SENSES passive Perception 11 BITE. Melee Weapon Attack: +5 to hit,
LANGUAGES — reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
KEEN SENSES. The faffny has advantage
on Wisdom (Perception) checks that rely QUICK REFLEXES. The faffny makes all
on sight. opportunity attacks with advantage.

36
13 17 60
ft.

STR DEX CON INT WIS CHA BITE. Melee Weapon Attack: +5 to hit,
+0 +3 +0 -4 +1 +0 reach 5 ft., one target. Hit: 5 (1d4 + 3)
piercing damage.
SKILLS Acrobatics +5 QUICK REFLEXES. The faffny makes all
SENSES passive Perception 11 opportunity attacks with advantage.
LANGUAGES —
MARK. When the faffny hits a creature
KEEN SENSES. The faffny has advantage with an attack, the next attack against this
on Wisdom (Perception) checks that rely creature has advantage as long as the
on sight. faffny stays within 5 feet of it.
WINDSWIFT. The faffny can double its
movement for one turn. It must stand still
for one turn before it can do so again.

37
14 21 60
ft.

STR DEX CON INT WIS CHA BITE. Melee Weapon Attack: +6 to hit,
+0 +4 +0 -4 +1 +0 reach 5 ft., one target. Hit: 6 (1d4 + 4)
piercing damage.
SKILLS Acrobatics +6 QUICK REFLEXES. The faffny makes all
SENSES passive Perception 11 opportunity attacks with advantage.
LANGUAGES —
MARK. When the faffny hits a creature
KEEN SENSES. The faffny has advantage with an attack, the next attack against this
on Wisdom (Perception) checks that rely creature has advantage as long as the
on sight. faffny stays within 5 feet of it.
WINDSWIFT. The faffny can double its
movement for one turn. It must stand still
for one turn before it can do so again.

38
14 26 60 BITE. Melee Weapon Attack: +7 to hit,
ft. reach 5 ft., one target. Hit: 6 (1d4 + 4)
piercing damage.
STR DEX CON INT WIS CHA QUICK REFLEXES. The faffny makes all
+0 +4 +0 -4 +1 +0 opportunity attacks with advantage.
MARK. When the faffny hits a creature
SKILLS Acrobatics +7
with an attack, the next attack against this
SENSES passive Perception 11
creature has advantage as long as the
LANGUAGES —
faffny stays within 5 feet of it.
KEEN SENSES. The faffny has advantage
PIN DOWN. When the faffny moves at
on Wisdom (Perception) checks that rely
least 30 feet before attacking on its turn,
on sight.
a target of Large size or smaller must
WINDSWIFT. The faffny can double its succeed on a DC 15 Strength saving throw
movement for one turn. It must stand still or be knocked prone. The faffny then
for one turn before it can do so again. makes its attack.

39
14 30 60 QUICK REFLEXES. The faffny makes all
ft. opportunity attacks with advantage.
MARK. When the faffny hits a creature
STR DEX CON INT WIS CHA
with an attack, the next attack against this
+0 +4 +0 -4 +1 +0 creature has advantage as long as the
faffny stays within 5 feet of it.
SKILLS Acrobatics +7
SENSES passive Perception 11 PIN DOWN. When the faffny moves at
LANGUAGES — least 30 feet before attacking on its turn,
a target of Large size or smaller must
KEEN SENSES. The faffny has advantage
succeed on a DC 15 Strength saving throw
on Wisdom (Perception) checks that rely
or be knocked prone. The faffny then
on sight.
makes its attack.
WINDSWIFT. The faffny can double its
SLIPPERY. The faffny can take the Dodge
movement for one turn. It must stand still
or Disengage action as a bonus action.
for one turn before it can do so again.
BITE. Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 6 (1d4 + 4)
piercing damage.

40
QUICK REFLEXES. The faffny makes all
opportunity attacks with advantage.

14 35 60 MARK. When the faffny hits a creature


with an attack, the next attack against this
ft.
creature has advantage as long as the
faffny stays within 5 feet of it.
STR DEX CON INT WIS CHA
+0 +4 +0 -4 +1 +0 PIN DOWN. When the faffny moves at
least 30 feet before attacking on its turn,
SKILLS Acrobatics +7 a target of Large size or smaller must
SENSES passive Perception 11 succeed on a DC 15 Strength saving throw
LANGUAGES — or be knocked prone. The faffny then
makes its attack.
KEEN SENSES. The faffny has advantage
on Wisdom (Perception) checks that rely SLIPPERY. The faffny can take the Dodge
on sight. or Disengage action as a bonus action.
WINDSWIFT. The faffny can double its SWIFT STRIKE (REACTION). When a
movement for one turn. It must stand still creature the faffny can see within 15 feet
for one turn before it can do so again. of it starts moving beyond 15 feet from it,
the faffny can move up to 15 feet without
BITE. Melee Weapon Attack: +7 to hit, provoking opportunity attacks and make an
reach 5 ft., one target. Hit: 6 (1d4 + 4) opportunity attack against the creature.
piercing damage.

41
QUICK REFLEXES. The faffny makes all
opportunity attacks with advantage.

14 39 60 MARK. When the faffny hits a creature


with an attack, the next attack against this
ft.
creature has advantage as long as the
faffny stays within 5 feet of it.
STR DEX CON INT WIS CHA
+0 +5 +0 -4 +1 +0 PIN DOWN. When the faffny moves at
least 30 feet before attacking on its turn,
SKILLS Acrobatics +8 a target of Large size or smaller must
SENSES passive Perception 11 succeed on a DC 16 Strength saving throw
LANGUAGES — or be knocked prone. The faffny then
makes its attack.
KEEN SENSES. The faffny has advantage
on Wisdom (Perception) checks that rely SLIPPERY. The faffny can take the Dodge
on sight. or Disengage action as a bonus action.
WINDSWIFT. The faffny can double its SWIFT STRIKE (REACTION). When a
movement for one turn. It must stand still creature the faffny can see within 15 feet
for one turn before it can do so again. of it starts moving beyond 15 feet from it,
the faffny can move up to 15 feet without
BITE. Melee Weapon Attack: +8 to hit, provoking opportunity attacks and make an
reach 5 ft., one target. Hit: 7 (1d4 + 5) opportunity attack against the creature.
piercing damage.

42
CUTE BUT CREEPY. The almiraj is
difficult to parse. It’s rumored they were
experiments by witches and warlocks—
either an effort to create the perfect
familiar or the perfect lab bunny. They
seem drawn to warlocks, blood hunters,
artificers, or others delving into the weirder
and experimental side of magic.
HOARDER. Almiraj are fascinated with
magical trinkets and other knick-knack,
which they steal. They also hoard food.
UNCOMPLICATED. Almiraj rarely show
compassion or mercy—not because they
don’t feel them, but because they know
with an uncomplicated certainty when
someone does not deserve them.
MAGICAL HORN. The almiraj’s most
distinctive feature is its horn. It seems no
great danger, but it can erupt into weird
magic bursts at any time!

43
LIKES. The almiraj loves:
• meaty treats of any kind, but the
bloodier and fresher the better
• seeing magic used on others—the
practice oddly fascinates them
• receiving and hoarding magic items
• witnessing acts of loyalty, people
helping others at cost to themselves
• dealing to someone evil what they had
coming to them
DISLIKES. The almiraj does not care for:
• being targeted with magical effects
of any kind—it feels like it is being
experimented upon
• being locked up or in narrow tunnels
or rooms—makes it feel trapped
• getting chased or being forced to run
away from something
• selfish behavior going unpunished,
people obtaining an advantage for
themselves at a cost to others
44
INTRODUCTORY QUEST. Something PERSONAL QUEST. The almiraj, as all of
has been stealing rations from the party for its kind, has not been born but created—
a few nights—invariably, the most meaty of and it still holds a grudge against its
morsels. Every other night or so, a random creator. This warlock of the fiend, Samral,
trinket goes missing from their inventory. has made his lair in a lich’s tomb. A bold
choice, but Samral found a way past all the
The perpetrator is an almiraj, which traps and wards—as did the almiraj when
sneaks into the party’s camp or home. It it escaped. It does not remember the way
has its eye on someone in the party, but it in, but it does remember where the tomb
is still too cautious to approach directly. lies... and it is time to return.
Meanwhile, it keeps stealing from the
party—it cannot help itself. The almiraj finally feels strong enough,
with its new friends, to break in there and
The almiraj cannot resist a trap that free all the magical creatures that Samral
involves a magical item of uncommon is experimenting upon. Samral has a
or higher rarity or a pile of meat. It can bunch of minions with him, mostly lesser
also be located in its lair—a tunnel filled summoned fiends and constructs, which
with panicked swarms of rats—with a the party has to battle through before they
successful DC 13 Wisdom (Survival) check. finally can end Samral’s experimentations
When discovered, the almiraj reacts shy and free the creatures trapped there.
and timid—pretending to just be a cute The almiraj wants Samral, freeing the
bunny, but betrayed by its bloody muzzle. creatures there is not enough for it.
It hops to its partner as if nothing is amiss.
45
Once an almiraj is willing, the following A companion bond with an almiraj grants
ceremony can forge the companion bond: one of the following companion boons (the
player’s choice):
COMPONENTS. A magical item of rare
or rarer rarity; one set of tinker’s tools, MAGIC INFUSION. When the almiraj
alchemist’s supplies, or smith’s tools. restores hit points to its companion, the
companion can immediately cast a cantrip
LOCATION. A place of magical as a reaction.
experimentation suffused with old
arcane energy, such as the lair of a lich, SHARING IS CARING. When the
a necromancer’s abode, or an artificer almiraj’s companion casts a spell on
workshop. themselves, the almiraj can choose to be
affected by the same spell if it is within 5
THE RITUAL. The almiraj can finally feet of the companion.
experiment on weird magic itself, with the
help of its new companion! Together, the WEIRD MAGIC LEAP. Whenever the
almiraj and its lab partner go about setting almiraj rolls on the Weird Magic table and
up an experiment involving the magical its companion is within 30 feet of it, the
item. There is a 50% chance the magic companion can choose to roll on the Weird
item breaks, but who cares when the result Magic table as well.
obtained is so breathtaking—sparking with
weird magic, the almiraj and its partner
discover a true companion bond!

46
13 7 40
ft.

STR DEX CON INT WIS CHA


+2 +3 +0 -4 +2 +0
SKILLS Perception +4, Stealth +5
SENSES darkvision 30 ft., passive
Perception 14
LANGUAGES —
KEEN SENSES. The almiraj has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.
MAGIC HORN. Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage.

47
HORN SPARK (2/DAY). When the
almiraj hits a creature with its Horn attack,
13 9 40 it can deal an additional 2d8 force damage.
ft. WEIRD MAGIC SURGE. When the
almiraj deals damage with its Horn Spark,
STR DEX CON INT WIS CHA the horn erupts with weird magic and the
+2 +3 +0 -4 +2 +0 almiraj must roll on the Weird Magic table.

SKILLS Perception +4, Stealth +5


SENSES darkvision 30 ft., passive
Perception 14
LANGUAGES —
KEEN SENSES. The almiraj has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.
MAGIC HORN. Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d6 +
2) piercing damage.

48
d12 Effect d12 Effect
Spark. The almiraj deals 2d4 damage Fly. The almiraj gains a flying speed
1
to itself. 7 equal to its movement speed until the
Magic Missile. The almiraj casts magic end of its next turn.
2 missile from its horn as a 1st-level Hex. The almiraj casts hex on the
spell, targets chosen randomly. 8 creature it just hit. The spell cannot be
Levitate. Every creature within 5 feet transferred to another creature.
3 of the almiraj rises 20 feet into the air Sleep. The almiraj casts sleep as a
and falls at the start of its next turn. 9 1st-level spell, centered on itself. The
Stoneskin. A random creature within almiraj is also affected by this spell.
4 30 feet becomes resistant to all Anomaly. The almiraj and every other
nonmagical damage for one round. 10 creature within 5 feet is transported to
Static Arc. The next creature to hit the a pocket dimension for 3 rounds.
almiraj with a melee attack takes 1d10 Time Warp. The almiraj immediately
5
lightning damage and gains this effect; 11 takes another turn. Then every
it lasts for one round per creature. creature within 5 feet takes a turn.
Color Spray. The almiraj casts color Teleswitch. The almiraj and every
6 spray as a 1st-level spell in the 12 creature within 10 feet change
direction it is facing. positions with each other randomly.

49
HORN SPARK (2/DAY). When the
almiraj hits a creature with its Horn attack,
it can deal an additional 2d8 force damage.

13 13 40 WEIRD MAGIC SURGE. When the


almiraj deals damage with its Horn Spark,
ft. the horn erupts with weird magic and the
almiraj must roll on the Weird Magic table.
STR DEX CON INT WIS CHA CHARGING HORN. When the almiraj
+2 +3 +0 -4 +2 +0 hits a creature with its Horn Spark, the
almiraj gains temporary hit points equal to
SKILLS Perception +4, Stealth +5 the force damage dealt.
SENSES darkvision 30 ft., passive
Perception 14
LANGUAGES —
KEEN SENSES. The almiraj has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.
HORN. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2)
piercing damage.

50
HORN SPARK (3/DAY). When the
almiraj hits a creature with its Horn attack,
it can deal an additional 2d8 force damage.

13 16 40 WEIRD MAGIC SURGE. When the


almiraj deals damage with its Horn Spark,
ft. the horn erupts with weird magic and the
almiraj must roll on the Weird Magic table.
STR DEX CON INT WIS CHA
CHARGING HORN. When the almiraj
+3 +3 +0 -4 +2 +0 hits a creature with its Horn Spark, the
almiraj gains temporary hit points equal to
SKILLS Perception +4, Stealth +5
the force damage dealt.
SENSES darkvision 30 ft., passive
Perception 14
LANGUAGES —
KEEN SENSES. The almiraj has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.
HORN. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.

51
WEIRD MAGIC SURGE. When the
almiraj deals damage with its Horn Spark,
the horn erupts with weird magic and the
almiraj must roll on the Weird Magic table.

13 20 40 CHARGING HORN. When the almiraj


hits a creature with its Horn Spark, the
ft.
almiraj gains temporary hit points equal to
the force damage dealt.
STR DEX CON INT WIS CHA
+3 +3 +0 -4 +2 +0 HEALING HORN | BONUS ACTION.
The almiraj can touch its horn to a creature
SKILLS Perception +5, Stealth +6 to restore hit points equal to its current
SENSES darkvision 30 ft., passive temporary hit points, which it then loses.
Perception 14
LANGUAGES —
KEEN SENSES. The almiraj has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.
HORN. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3)
piercing damage.
HORN SPARK (3/DAY). When the
almiraj hits a creature with its Horn attack,
it can deal an additional 2d8 force damage.
52
HORN SPARK (3/DAY). When the

13 23 40 almiraj hits a creature with its Horn attack,


it can deal an additional 2d8 force damage.
ft.
WEIRD MAGIC SURGE. When the
almiraj deals damage with its Horn Spark,
STR DEX CON INT WIS CHA the horn erupts with weird magic and the
+3 +3 +0 -4 +2 +0 almiraj must roll on the Weird Magic table.

SKILLS Perception +5, Stealth +6 CHARGING HORN. When the almiraj


SENSES darkvision 30 ft., passive hits a creature with its Horn Spark, the
Perception 14 almiraj gains temporary hit points equal to
LANGUAGES — the force damage dealt.

KEEN SENSES. The almiraj has HEALING HORN | BONUS ACTION.


advantage on Wisdom (Perception) checks The almiraj can touch its horn to a creature
that rely on hearing or sight. to restore hit points equal to its current
temporary hit points, which it then loses.
HORN. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3) MAGIC HORN. The almiraj’s Horn
piercing damage. attacks are magical for the purposes of
overcoming resistances.

53
WEIRD MAGIC SURGE. When the
almiraj deals damage with its Horn Spark,
the horn erupts with weird magic and the
almiraj must roll on the Weird Magic table.
CHARGING HORN. When the almiraj
13 27 40 hits a creature with its Horn Spark, the
almiraj gains temporary hit points equal to
ft.
the force damage dealt.
STR DEX CON INT WIS CHA HEALING HORN | BONUS ACTION.
+3 +3 +0 -4 +2 +0 The almiraj can touch its horn to a creature
to restore hit points equal to its current
SKILLS Perception +5, Stealth +6 temporary hit points, which it then loses.
SENSES darkvision 30 ft., passive MAGIC HORN. The almiraj’s Horn
Perception 14 attacks are magical for the purposes of
LANGUAGES — overcoming resistances.
KEEN SENSES. The almiraj has PETRIFYING HORN (1/DAY). A
advantage on Wisdom (Perception) checks creature hit by the almiraj’s Horn Spark
that rely on hearing or sight. must succeed on a DC 13 Constitution
HORN. Melee Weapon Attack: +6 to hit, saving throw or become restrained for 1
reach 5 ft., one target. Hit: 6 (1d6 + 3) minute, as it begins to turn to stone. The
piercing damage. creature can repeat the saving throw at the
end of each of its turns, ending the effect
HORN SPARK (4/DAY). When the on itself on a success. If the almiraj hits a
almiraj hits a creature with its Horn attack, creature restrained in this way, the creature
it can deal an additional 2d8 force damage. must repeat the saving throw or become
54 petrified for 1 minute.
CHARGING HORN. When the almiraj
hits a creature with its Horn Spark, the
almiraj gains temporary hit points equal to

13 30 40 the force damage dealt.


ft. HEALING HORN | BONUS ACTION.
The almiraj can touch its horn to a creature
to restore hit points equal to its current
STR DEX CON INT WIS CHA
temporary hit points, which it then loses.
+4 +3 +0 -4 +2 +0
MAGIC HORN. The almiraj’s Horn
SKILLS Perception +5, Stealth +6 attacks are magical for the purposes of
SENSES darkvision 30 ft., passive overcoming resistances.
Perception 14
PETRIFYING HORN (1/DAY). A
LANGUAGES —
creature hit by the almiraj’s Horn Spark
KEEN SENSES. The almiraj has must succeed on a DC 13 Constitution
advantage on Wisdom (Perception) checks saving throw or become restrained for 1
that rely on hearing or sight. minute, as it begins to turn to stone. The
creature can repeat the saving throw at the
HORN. Melee Weapon Attack: +7 to hit,
end of each of its turns, ending the effect
reach 5 ft., one target. Hit: 7 (1d6 + 4)
on itself on a success. If the almiraj hits a
piercing damage.
creature restrained in this way, the creature
HORN SPARK (4/DAY). When the must repeat the saving throw or become
almiraj hits a creature with its Horn attack, petrified for 1 minute.
it can deal an additional 2d8 force damage.
55
INSIGHTFUL. There is a deep and old
wisdom in the eyes of a tressym. They are
calm under pressure and know instinctively
when someone needs close support
or rather needs to be left alone. Their
heightened senses even allow them to
sense poisons and see the invisible.
CALM BY NATURE. Tressyms are
happiest when they can be in a calm
environment, be it side by side with other
wildlife in nature or curled up on the lap of
their person in a quiet study. This makes
them perfect companions for clerics,
druids, or monks.
MAGICAL BEINGS. The magic of
tressyms only manifests in old individuals
or those that have gone through many
adventures. Their magic concentrates
on helping their friends, circumventing
danger, or incapacitating foes.

56
LIKES. The tressym loves:
• seeing a situation resolved peacefully,
especially when people calm from a
state of anger or sorrow
• honesty, especially when strong
emotions are being shared
• discovering something hidden
• spending a whole day in a calm
environment, sleeping for most of it
DISLIKES. The tressym does not care for:
• any time its person spends more time
in a day with someone beside itself—
they feel like being abandoned
• being ignored when it wants attention,
particularly when clearly inconvenient
at the moment
• becoming aware of someone lying to
another person—no matter who is
lying to whom
• getting wet

57
INTRODUCTORY QUEST. Tressyms are PERSONAL QUEST. The tressym has
priced companions for wizards and other longed to discover the lost secrets of a
spellcasters, but not always willingly. The place of power for some time. This place is
party encounters the Thayan apprentice one of many whispered about in tressym
Jylar, who has enslaved a tressym by society, in tales going back to one of those
binding it with a twisted find familiar ritual. tressyms of old who have actually lived
Jylar tries to force the tressym to stay on there when their companions established
her shoulder when they encounter her, it. Now, it is time for rediscovery!
alerted by the tressym’s sad mewling.
Unfortunately, that place is today guarded
The tressym locks eyes with one of the by the gynosphinx Graphinax. She has
characters, and meows at them with a deep been charged with protecting the place by
and visceral longing. Jylar immediately a long dead god, for reasons forgotten.
confronts the character, jealously. She She has grown callous and greedy for
demands that they leave her and her supplication over the millennia, but
tressym alone. She can be convinced to remains bound by her purpose. She will
release her unwilling companion with a let in only those who she judges worthy—
successful DC 20 Charisma (Intimidation) by the gifts of knowledge they bring, the
check, and she is willing to trade it for tests she poses, or in granting her the only
a magic item of rare or rarer quality. release from her duty possible.
Otherwise, only defeating her in combat
can break the tainted bond between them. The place of power itself can be any that
would make a suitable location for the
bonding ritual.
58
Once a tressym is willing, the following A companion bond with a tressym grants
ceremony can forge the companion bond: one of the following companion boons (the
player’s choice):
COMPONENTS. A means of inducing
calm, such as the calm emotions spell or a SHARED SPELLCASTING. The tressym
powerful tea; three sticks of incense worth and its companion can use each other’s
at least 10 gp each. spell slots while within 30 feet of each
other, up to 3 levels worth of spell slots
LOCATION. A quiet and peaceful place— per day. The tressym’s Innate Spellcasting
but with significance, such as the private counts as 3 1st-level spell slots, 2 2nd-level
study of a great wizard, a forgotten library, spell slots, and 1 3rd-level spell slot.
an ancient druid glade, or a remote
meditation retreat in nature. SPELL COMMUNE. The tressym and its
companion can exchange up to three of
THE RITUAL. The tressym and its their known spells with spells from each
companion enter a deep meditation other’s spell lists. The spells exchanged
together, breathing in the incense burning must be of the same level.
between them. After an indeterminate
period of sharing their quiet trance, their SHARED SENSES. The tressym’s
third eyed open and they slowly begin to companion can cast the see invisibility and
share each others’ senses and access each the detect poison and disease spells once per
others’ inherent magic in ways they never day each.
thought possible.

59
40
12 6 ft. (fly,
climb)

STR DEX CON INT WIS CHA


-4 +2 +0 +0 +3 +1
SKILLS Perception +5, Stealth +4
SENSES darkvision 60 ft., passive
Perception 15
IMMUNITIES poison
LANGUAGES Tressym, understands
Common but can’t speak
KEEN SMELL. The tressym has advantage
on Wisdom (Perception) checks that rely
on smell.
POISON SENSE. The tressym can detect
whether a substance is poisonous by taste,
touch, or smell.
CLAWS | ACTION. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6
60 + 2) slashing damage.
40
12 9 ft. (fly,
POISON SENSE. The tressym can detect
climb)
whether a substance is poisonous by taste,
touch, or smell.
STR DEX CON INT WIS CHA
-4 +2 +0 +0 +3 +1 CLAWS | ACTION. Melee Weapon Attack:
+4 to hit, reach 5 ft., one target. Hit: 5 (1d6
SKILLS Perception +5, Stealth +4 + 2) slashing damage.
SENSES darkvision 60 ft., passive
DETECT INVISIBILITY. Within 60 feet
Perception 15
of the tressym, magical invisibility fails to
IMMUNITIES poison
conceal anything from the tressym’s sight.
LANGUAGES Tressym, understands
Common but can’t speak HEALING PURR. One creature that
spends a short rest within 5 feet of the
KEEN SMELL. The tressym has advantage
tressym and expends at least one hit die
on Wisdom (Perception) checks that rely
heals an additional 1d6 + 3 hit points.
on smell.

61
40 CLAWS | ACTION. Melee Weapon Attack:
12 13 ft. (fly, +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) slashing damage.
climb)
DETECT INVISIBILITY. Within 60 feet
STR DEX CON INT WIS CHA of the tressym, magical invisibility fails to
-4 +2 +0 +0 +3 +1 conceal anything from the tressym’s sight.

SKILLS Perception +5, Stealth +4 HEALING PURR. One creature that


SENSES darkvision 60 ft., passive spends a short rest within 5 feet of the
Perception 15 tressym and expends at least one hit die
IMMUNITIES poison heals an additional 1d6 + 3 hit points.
LANGUAGES Tressym, understands INNATE SPELLCASTING. The tressym
Common but can’t speak can innately cast the following spells,
KEEN SMELL. The tressym has advantage without requiring material components.
on Wisdom (Perception) checks that rely Wisdom is its spellcasting ability for it
on smell. (spell save DC 13).

POISON SENSE. The tressym can detect 3/day: bless, faerie fire, sleep
whether a substance is poisonous by taste,
touch, or smell.

62
40 CLAWS | ACTION. Melee Weapon Attack:
12 16 ft. (fly, +4 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) slashing damage.
climb)
DETECT INVISIBILITY. Within 60 feet
STR DEX CON INT WIS CHA of the tressym, magical invisibility fails to
-4 +2 +0 +0 +4 +1 conceal anything from the tressym’s sight.

SKILLS Perception +6, Stealth +4 HEALING PURR. One creature that


SENSES darkvision 60 ft., passive spends a short rest within 5 feet of the
Perception 15 tressym and expends at least one hit die
IMMUNITIES poison heals an additional 1d6 + 4 hit points.
LANGUAGES Tressym, understands INNATE SPELLCASTING. The tressym
Common but can’t speak can innately cast the following spells,
KEEN SMELL. The tressym has advantage without requiring material components.
on Wisdom (Perception) checks that rely Wisdom is its spellcasting ability for it
on smell. (spell save DC 14).

POISON SENSE. The tressym can detect 3/day: bless, faerie fire, sleep
whether a substance is poisonous by taste,
touch, or smell.

63
40 CLAWS | ACTION. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d6
12 20 ft. (fly, + 2) slashing damage.
climb) DETECT INVISIBILITY. Within 60 feet
of the tressym, magical invisibility fails to
STR DEX CON INT WIS CHA
conceal anything from the tressym’s sight.
-4 +2 +0 +0 +4 +1
HEALING PURR. One creature that
SKILLS Perception +7, Stealth +5 spends a short rest within 5 feet of the
SENSES darkvision 60 ft., passive tressym and expends at least one hit die
Perception 15 heals an additional 1d6 + 4 hit points.
IMMUNITIES poison INNATE SPELLCASTING. The tressym
LANGUAGES Tressym, understands can innately cast the following spells,
Common but can’t speak without requiring material components.
KEEN SMELL. The tressym has advantage Wisdom is its spellcasting ability for it
on Wisdom (Perception) checks that rely (spell save DC 15).
on smell.
3/day: bless, faerie fire, sleep
POISON SENSE. The tressym can detect
2/day: enhance ability, pass without trace
whether a substance is poisonous by taste,
touch, or smell.

64
CLAWS | ACTION. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) slashing damage.
40 DETECT INVISIBILITY. Within 60 feet
12 23 ft. (fly, of the tressym, magical invisibility fails to
conceal anything from the tressym’s sight.
climb)
HEALING PURR. One creature that
STR DEX CON INT WIS CHA spends a short rest within 5 feet of the
-4 +2 +0 +0 +4 +1 tressym and expends at least one hit die
heals an additional 1d6 + 4 hit points.
SKILLS Perception +7, Stealth +5
SENSES darkvision 60 ft., passive INNATE SPELLCASTING. The tressym
Perception 15 can innately cast the following spells,
IMMUNITIES poison without requiring material components.
LANGUAGES Tressym, understands Wisdom is its spellcasting ability for it
Common but can’t speak (spell save DC 15).

KEEN SMELL. The tressym has advantage 3/day: bless, faerie fire, sleep
on Wisdom (Perception) checks that rely 2/day: enhance ability, pass without trace
on smell.
CURING PURR | ACTION (3/DAY). The
POISON SENSE. The tressym can detect tressym touches one creature and removes
whether a substance is poisonous by taste, one of the following conditions affecting
touch, or smell. it: blinded, charmed, deafened, frightened,
paralyzed, or poisoned.

65
CLAWS | ACTION. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) slashing damage.

40 DETECT INVISIBILITY. Within 60 feet


of the tressym, magical invisibility fails to
12 27 ft. (fly, conceal anything from the tressym’s sight.
climb) HEALING PURR. One creature that
spends a short rest within 5 feet of the
STR DEX CON INT WIS CHA tressym and expends at least one hit die
-4 +2 +0 +0 +4 +1 heals an additional 1d6 + 4 hit points.
SKILLS Perception +7, Stealth +5 INNATE SPELLCASTING. The tressym
SENSES darkvision 60 ft., passive can innately cast the following spells,
Perception 15 without requiring material components.
IMMUNITIES poison Wisdom is its spellcasting ability for it
LANGUAGES Tressym, understands (spell save DC 15).
Common but can’t speak
3/day: bless, faerie fire, sleep
KEEN SMELL. The tressym has advantage
2/day: enhance ability, pass without trace
on Wisdom (Perception) checks that rely
on smell. 1/day: catnap, dispel magic, slow
POISON SENSE. The tressym can detect CURING PURR | ACTION (3/DAY). The
whether a substance is poisonous by taste, tressym touches one creature and removes
touch, or smell. one of the following conditions affecting
it: blinded, charmed, deafened, frightened,
paralyzed, or poisoned.
66
CLAWS | ACTION. Melee Weapon Attack:
+5 to hit, reach 5 ft., one target. Hit: 5 (1d6
+ 2) slashing damage.

40 DETECT INVISIBILITY. Within 60 feet


of the tressym, magical invisibility fails to
12 30 ft. (fly, conceal anything from the tressym’s sight.
climb) HEALING PURR. One creature that
spends a short rest within 5 feet of the
STR DEX CON INT WIS CHA tressym and expends at least one hit die
-4 +2 +0 +0 +5 +1 heals an additional 1d6 + 5 hit points.
SKILLS Perception +8, Stealth +5 INNATE SPELLCASTING. The tressym
SENSES darkvision 60 ft., passive can innately cast the following spells,
Perception 15 without requiring material components.
IMMUNITIES poison Wisdom is its spellcasting ability for it
LANGUAGES Tressym, understands (spell save DC 16, spell attack modifier +8).
Common but can’t speak
3/day: bless, faerie fire, sleep
KEEN SMELL. The tressym has advantage
2/day: enhance ability, pass without trace
on Wisdom (Perception) checks that rely
on smell. 1/day: catnap, dispel magic, slow
POISON SENSE. A tressym can detect CURING PURR | ACTION (3/DAY). The
whether a substance is poisonous by taste, tressym touches one creature and removes
touch, or smell. one of the following conditions affecting
it: blinded, charmed, deafened, frightened,
paralyzed, or poisoned.
67
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