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D&D Fifth edition - Familiars

Find Familiar Quick Stats (Regular


1st-level Conjuration (ritual)
familiars)
Casting Time: 1 hour Fastest travel (Land): Cat
Range: 10 feet Fastest climber: Cat
Components: V, S, M (10 gp worth of charcoal, incense, Fastest swimmer: Fish
and herbs that must be consumed by fire in a brass Fastest flyer: Hawk and Owl
brazier) Highest HP: Octopus 3 HP
Duration: Instantaneous Highest AC: Hawk, Fish, Weasel (13 AC)
You gain the service of a familiar, a spirit that takes an Stealthiest (Land): Weasel +5 Stealth
animal form you choose: bat, cat, crab, frog (toad), hawk, Stealthiest (Water): Octopus +4 Stealth
Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, Stealthiest (Air): Owl +3 Stealth
raven, Sea Horse, Spider, or Weasel. Appearing in an Highest Perception (Land): Weasel +3, and advantage
unoccupied space within range, the familiar has the on checks that rely on hearing or smell.
Statistics of the chosen form, though it is a Celestial, fey, or Highest Perception (Water): Octopus +2
fiend (your choice) instead of a beast. Highest Perception (Air): Hawk +4 and advantage on
checks that rely on sight, Owl +3 and advantage on
Your familiar acts independently of you, but it always obeys checks that rely on hearing or sight.
your commands. In Combat, it rolls its own initiative and Darkvision: Frog (30ft), Lizard (30ft), Octopus (30ft),
acts on its own turn. A familiar can't Attack, but it can take Owl (120ft), Fish (60ft), Rat (30ft), Spider (30ft)
other actions as normal. Blindsight: Bat (60ft), Crab (30ft), Poisonous Snake
When the familiar drops to 0 Hit Points, it disappears, (10ft)
leaving behind no physical form. It reappears after you cast
this spell again.
While your familiar is within 100 feet of you, you can
communicate with it telepathically. Additionally, as an
action, you can see through your familiar's eyes and hear
what it hears until the start of your next turn, gaining the
benefits of any Special Senses that the familiar has. During
this time, you are deaf and blind with regard to your own
Senses.
As an action, you can temporarily dismiss your familiar. It
disappears into a pocket dimension where it awaits your
summons. Alternatively, you can dismiss it forever. As an
action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast
this spell while you already have a familiar, you instead
cause it to adopt a new form. Choose one of the forms from
the above list. Your familiar transforms into the chosen
creature.
Finally, when you Cast a Spell with a range of touch, your
familiar can deliver the spell as if it had cast the spell. Your
familiar must be within 100 feet of you, and it must use its
reaction to deliver the spell when you cast it. If the spell
requires an Attack roll, you use your Attack modifier for the
roll.

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Regular familiars stats

Almiraj Cat
Tiny beast, unaligned
small beast, unaligned
Armor Class 12
Armor Class 13 Hit Points 2 (1d4)
Hit Points 3 (1d6) Speed 40ft., climb 30ft.
Speed 50ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-2)
2 (-4) 16 (+3) 10 (0) 2 (-4) 14 (+2) 10 (0)
Skills Perception +3, Stealth +4
Skills Perception +4, Stealth +5 Senses passive Perception 13
Senses darkvision 30ft., passive Perception 14 Challenge 0 (10 XP)
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom
Keen Smell. The almiraj has advantage on Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on hearing or sight.
Actions
Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 (1d1) slashing damage.

Bat Flying Monkey


Small beast, unaligned
Tiny beast, unaligned
Armor Class 12
Armor Class 12 Hit Points 3 (1d6)
Hit Points 1 (1d4 - 1) Speed 20ft., climb 20ft., fly 30ft.
Speed 5ft., fly 30ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (0) 5 (-3) 12 (+1) 6 (-2)
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)
Senses passive Perception 11
Senses Blindsight 60ft., passive Perception 11 Challenge 0 (10 XP)
Challenge 0 (10 XP)
Pack Tactics. The flying monkey has advantage on
Echolocation. The bat can't use its blindsight while an attack roll against a creature if at least one of
deafened. the monkey's allies is within 5 feet of the creature
Keen Hearing. The bat has advantage on Wisdom and the ally isn't incapacitated.
(Perception) checks that rely on hearing.
Actions
Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
one creature. Hit: 1 (1d1) piercing damage.

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Frog Hawk
Tiny beast, unaligned
Tiny beast, unaligned
Armor Class 13
Armor Class 11 Hit Points 1 (1d4 - 1)
Hit Points 1 (1d4 - 1) Speed 10ft., fly 60ft.
Speed 20ft., swim 20ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
Skills Perception +4
Skills Perception +1, Stealth +3 Senses passive Perception 14
Senses Darkvision 30ft., passive Perception 11 Challenge 0 (10 XP)
Challenge 0 (10 XP)
Keen Sight. The hawk has advantage on Wisdom
Amphibious. The frog can breathe air and water (Perception) checks that rely on sight.
Standing Leap. The frog's long jump is up to 10 ft.
and its high jump is up to 5 ft., with or without a Actions
running start. Talons. Melee Weapon Attack: +0 to hit, reach 5
ft., one target. Hit: 1 (1d1) piercing damage.
Actions

Lizard
Crab Tiny beast, unaligned
Tiny beast, unaligned
Armor Class 10
Armor Class 11 Hit Points 2 (1d4)
Hit Points 2 (1d4) Speed 20ft., climb 20ft.
Speed 20ft., swim 20ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 2 (-4) 11 (0) 10 (0) 1 (-5) 8 (-1) 3 (-4)
2 (-4) 11 (0) 10 (0) 1 (-5) 8 (-1) 2 (-4)
Senses Darkvision 30ft, passive Perception 9
Skills Stealth +2 Challenge 0 (10 XP)
Senses Blindsight 30ft., passive Perception 9
Challenge 0 (10 XP) Actions
Amphibious. The frog can breathe air and water Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 (1d1) piercing damage.
Actions
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 (1d1) slashing damage.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Octopus Owl
Tiny beast, unaligned
Small beast, unaligned
Armor Class 11
Armor Class 12 Hit Points 1 (1d4 - 1)
Hit Points 3 (1d6) Speed 5ft., fly 60ft.
Speed 5ft., swim 30ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)
4 (-3) 15 (+2) 11 (0) 3 (-4) 10 (0) 4 (-3)
Skills Perception +3, Stealth + 3
Skills Perception +2, Stealth +4 Senses Darkvision 120ft., passive Perception 13
Senses Darkvision 30ft., passive Perception 12 Challenge 0 (10 XP)
Challenge 0 (10 XP)
Flyby. The owl doesn't provoke opportunity
Hold Breath. While out of water, the octopus can attacks when it flies out of an enemy's reach.
hold its breath for 30 minutes.
Keen Hearing and Sight. The owl has advantage on
Underwater Camouflage. The octopus has Wisdom (Perception) checks that rely on hearing
advantage on Dexterity (Stealth) checks made or sight.
while underwater.
Water Breathing. The octopus can breathe only Actions
underwater. Talons. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 1 (1d1) piercing damage.
Actions
Tentacles. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 1 (1d1) bludgeoning
damage. The target is grappled (escape dc 10)
Until this grapple ends, the octopus can't use its
tentacles on another target
Poisonous snake
Tiny beast, unaligned
Ink Cloud (Recharges after a Short or Long Rest). A
5-foot-radius cloud of ink extends all around the Armor Class 13
octopus if it is underwater. The area is heavily Hit Points 2 (1d4)
obscured for 1 minute, although a significant Speed 30ft., swim 30ft.
current can disperse the ink. After releasing the
ink, the octopus can use the Dash action as a
bonus action. STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 11 (0) 1 (-5) 10 (0) 3 (-4)

Senses Blindsight 10ft, passive Perception 10


Challenge 1/8 (25 XP)

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1 (1d1) piercing damage plus 4
(2d4)poison damage. The target must make a DC
10 Constitution saving throw, taking the poison
damage on a failed save, or half as much damage
on a successful one.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fish (Quipper) Raven
Tiny beast, unaligned
Tiny beast, unaligned
Armor Class 12
Armor Class 13 Hit Points 1 (1d4 - 1)
Hit Points 1 (1d4 - 1) Speed 10ft., fly 50ft.
Speed swim 40ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)
Skills Perception +3
Senses Darkvision 60ft, passive Perception 8 Senses passive Perception 13
Challenge 0 (10 XP) Challenge 0 (10 XP)

Blood Frenzy. The quipper has advantage on melee Mimicry. The raven can mimic simple sounds it
attack rolls against any creature that doesn't have has heard, such as a person whispering, a baby
all its hit points. crying, or an animal chittering. A creature that
Water Breathing. The quipper can breathe only hears the sounds can tell they are imitations with
underwater. a successful DC 10 Wisdom (Insight) check.

Actions Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., Beak. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 1 (1d1) piercing damage. one target. Hit: (1d1) piercing damage.

Rat Sea horse


Tiny beast, unaligned Tiny beast, unaligned

Armor Class 10 Armor Class 11


Hit Points 1 (1d4 - 1) Hit Points 1 (1d4 - 1)
Speed 20ft. Speed swim 20ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (-4) 11 (0) 9 (-1) 2 (-4) 10 (0) 4 (-3) 1 (-5) 12 (+1) 8 (-1) 1 (-5) 10 (0) 2 (-4)

Senses Darkvision 30ft, passive Perception 10 Senses passive Perception 10


Challenge 0 (10 XP) Challenge 0 (10 XP)

Keen Smell. The rat has advantage on Wisdom Water Breathing. The sea horse can breathe only
(Perception) checks that rely on smell. underwater.

Actions Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 (1d1) piercing damage.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spider Tressym
Tiny beast, chaotic neutral
Source: SKT
Tiny beast, unaligned
Armor Class 12
Armor Class 12 Hit Points 5 (2d4)
Hit Points 1 (1d4 - 1) Speed 40ft., climb 30ft., fly 40ft
Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 11 (0) 12 (+1) 12 (+1)
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (0) 2 (-4)
Skills Perception +5, Stealth +4
Skills Stealth +4 Damage Immunities Poison
Senses Darkvision 30ft, passive Perception 12 Condition Immunities Poisoned
Challenge 0 (10 XP) Senses Darkvision 60ft, passive Perception 15
Languages Understand Common but can't speak
Spider Climb. The spider can climb difficult Challenge 0 (10 XP)
surfaces, including upside down on ceilings,
without needing to make an ability check. Detect Invisibility Whitin 60 feet of the tressym,
Web Sense. While in contact with a web, the magical invisibility fails to conceal anything from
spider knows the exact location of any other the tressym's sight.
creature in contact with the same web. Keen Smell The tressym has advanage on Wisdom
Web Walker. The spider ignores movement (Perception) checks that rely on smell.
restrictions caused by webbing. Poison Sense A tressym can detect whether a
substance is poisonous by taste, touch, or smell.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
one creature. Hit: 1 piercing damage, and the Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
target must succeed on a DC 9 Constitution one creature. Hit: 1 slashing damage.
saving throw or take 2 (1d4) poison damage.

Weasel
Tiny beast, unaligned

Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 30ft.

STR DEX CON INT WIS CHA


3 (-4) 16 (+3) 8 (-1) 2 (-4) 12 (+1) 3 (-4)

Skills Perception +3, Stealth +5


Senses passive Perception 13
Challenge 0 (10 XP)

Keen Hearing and Smell. The weasel has advantage


on Wisdom (Perception) checks that rely on
hearing or smell.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 1 (1d1) piercing damage.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Warlock Familiars

Imp Pseudodragon
Tiny dragon, neutral good
Tiny fiend (devil), lawful evil
Armor Class 13
Armor Class 13 Hit Points 7 (2d4 + 2)
Hit Points 10 (3d4 + 3) Speed 15ft., fly 60ft.
Speed 20ft., fly 40ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (0) 12 (+1) 10 (0)
6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)
Skills Perception +3, Stealth +4
Skills Deception +4, Insight +3, Persuasion +4, Senses Blindsight 10 Ft., Darkvision 60 Ft., passive
Stealth +5 Perception 13
Damage Resistance Cold, Bludgeoning, Piercing, Languages Understands Common And Draconic
And Slashing From Nonmagical/nonsilver But Can't Speak
Weapons Challenge 1/4 (50 XP)
Damage Immunities Fire, Poison
Condition Immunities Poisoned
Keen Senses. The pseudodragon has advantage on
Senses Darkvision 120 Ft., passive Perception 11
Wisdom (Perception) checks that rely on sight,
Languages Infernal, Common hearing, or smell.
Challenge 1 (200 XP)
Magic Resistance. The pseudodragon has
Shapechanger. The imp can use its action to advantage on saving throws against spells and
polymorph into a beast form that resembles a rat other magical effects.
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a
Limited Telepathy. The pseudodragon can
spider (20 ft., climb 20 ft.), or back into its true
magically communicate simple ideas, emotions,
form. Its statistics are the same in each form,
and images telepathically with any creature within
except for the speed changes noted. Any
100 ft. of it that can understand a language.
equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Variant: Familiar. The pseudodragon can serve
another creature as a familiar, forming a magic,
Devil's Sight. Magical darkness doesn't impede the telepathic bond with that willing companion.
imp's darkvision. While the two are bonded, the companion can
Magic Resistance. The imp has advantage on sense what the pseudodragon senses as long as
saving throws against spells and other magical they are within 1 mile of each other. While the
effects. pseudodragon is within 10 feet of its companion,
the companion shares the pseudodragon's Magic
Variant: Familiar. The imp can enter into a contract Resistance trait. At any time and for any reason,
to serve another creature as a familiar, forming a the pseudodragon can end its service as a familiar,
Telepathic Bond with its willing master. While the ending the telepathic bond.
two are bonded, the master can sense what the
imp senses as long as they are within 1 mile of Actions
each other. While the imp is within 10 feet of its
master, the master shares the imp’s Magic Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Resistance trait. If its master violates the terms of one target. Hit: (1d4 + 2) piercing damage.
the contract, the imp can end its service as a Sting. Melee Weapon Attack: +4 to hit, reach 5 ft.,
familiar, ending the Telepathic Bond. one creature. Hit: (1d4 + 2) piercing damage. The
Actions target must succeed on a dc 11 constitution
saving throw or become poisoned for 1 hour If
Sting (Bite in Beast Form). Melee Weapon Attack: the saving throw fails by 5 or more, the target falls
+5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) unconscious for the same duration, or until it
piercing damage plus (3d6)poison damage. The takes damage or another creature uses an action
target must make on a dc on a failed save, or half to shake it awake.
as much damage on a successful one
Invisibility. The imp magically turns invisible until it
attacks, or until its concentration ends (as if
i ll) A i h i

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Quasit Quasit continued
Tiny fiend (demon), chaotic evil
Invisibility. The quasit magically turns invisible until
it attacks or uses Scare, or until its concentration
Armor Class 13 ends (as if concentrating on a spell). Any
Hit Points 7 (3d4) equipment the quasit wears or carries is invisible
Speed 40ft. with it.

STR DEX CON INT WIS CHA


5 (-3) 17 (+3) 10 (0) 7 (-2) 10 (0) 10 (0)
Sprite
Skills Stealth +5 Tiny fey, neutral good
Damage Resistance Cold, Fire, Lightning,
Bludgeoning, Piercing, And Slashing From
Nonmagical Weapons Armor Class 15
Damage Immunities Poison Hit Points 2 (1d4)
Condition Immunities Poisoned Speed 10ft., fly 40ft.
Senses Darkvision 120 Ft., passive Perception 10
Languages Abyssal, Common
STR DEX CON INT WIS CHA
Challenge 1 (200 XP)
3 (-4) 18 (+4) 10 (0) 14 (+2) 13 (+1) 11 (0)
Shapechanger. The quasit can use its action to
polymorph into a beast form that resembles a bat Skills Perception +3, Stealth +8
(speed 10 ft. fly 40 ft.), a centipede (40 ft., climb Senses passive Perception 13
40 ft.), or a toad (40 ft., swim 40 ft.), or back into Languages Common, Elvish, Sylvan
its true form. Its statistics are the same in each Challenge 1/4 (50 XP)
form, except for the speed changes noted. Any
equipment it is wearing or carrying isn't
transformed. It reverts to its true form if it dies. Actions
Longsword. Melee Weapon Attack: +2 to hit, reach
Magic Resistance. The quasit has advantage on
5 ft., one target. Hit: (1d1) slashing damage.
saving throws against spells and other magical
effects. Shortbow. Ranged Weapon Attack: +6 to hit, reach
Variant: Familiar. The quasit can serve another 40/160 ft., one target. Hit: (1d1) piercing
creature as a familiar, forming a telepathic bond damage. The target must succeed on a dc 10
with its willing master. While the two are bonded, constitution saving throw or become poisoned for
the master can sense what the quasit senses as 1 minute If its saving throw result is 5 or lower,
long as they are within 1 mile of each other. While the poisoned target falls unconscious for the
the quasit is within 10 feet of its master, the same duration, or until it takes damage or another
master shares the quasit's Magic Resistance trait. creature takes an action to shake it awake
At any time and for any reason, the quasit can end Heart Sight. The sprite touches a creature and
its service as a familiar, ending the telepathic magically knows the creature's current emotional
bond. state. If the target fails a DC 10 Charisma saving
throw, the sprite also knows the creature's
Actions alignment. Celestials, fiends, and undead
Claw (Bite in Beast Form). Melee Weapon Attack: automatically fail the saving throw.
+4 to hit, reach 5 ft., one target. Hit: (1d4 + 3) Invisibility. The sprite magically turns invisible until
piercing damage plus (2d4)poison damage. The it attacks or casts a spell, or until its concentration
target must succeed on a dc and become ends (as if concentrating on a spell). Any
poisoned for 1 minute The target can repeat the equipment the sprite wears or carries is invisible
saving throw at the end of each of its turns, with it.
ending the effect on itself on a success
Scare (1/day). One creature of the quasit's choice
within 20 ft. of it must succeed on a DC 10
Wisdom saving throw or be frightened for 1
minute. The target can repeat the saving throw at
the end of each of its turns, with disadvantage if
the quasit is within line of sight, ending the effect
on itself on a success.

8
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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Variant Familiar
These familiars are added by Volo's Guide to Monsters.
Consult your DM before you use any of these familiars
as they might not allow them to be used. Gazer
Tiny aberration, neutral evil, Warlock only

Cranium Rat Armor Class 13


Hit Points 13 (3d4 + 6)
Tiny beast, lawful evil
Speed 0ft., fly 30ft. (hover)

Armor Class 12
Hit Points 2 (1d4) STR DEX CON INT WIS CHA
Speed 30ft.
3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (0) 7 (-2)

STR DEX CON INT WIS CHA Saving Throws Wis +2


Skills Perception +4, Stealth +5
2 (-4) 14 (+2) 10 (0) 4 (-3) 11 (0) 8 (-1) Condition Immunities prone
Senses Darkvision 60ft., passive Perception 14
Senses Darkvision 30ft, passive Perception 10 Challenge 1/2 (100 XP)
Language telepathy 30ft.
Challenge 0 (10 XP) Aggressive. As a bonus action, the gazer can move
up to its speed toward a hostile creature that it
Illumination. As a bonus action, the cranium rat can see.
Mimicry. The gazer can mimic simple
can shed dim light from its brain in a 5-foot radius sounds of speech it has heard, in any language. A
or extinguish the light.
Telepathic Shroud. The creature that hears the sounds can tell they are
cranium rat is immune to any effect that would imitations with a successful DC 10 Wisdom
sense its emotions or read its thoughts, as well as (Insight) check.
to all divination spells.
Actions
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Eye Rays. The
one target. Hit: 1 piercing damage. gazer shoots two of the following magical eye rays
at random (reroll duplicates), choosing one or two
targets it can see within 60 feet of it:
1 ) Dazing Ray. The targeted creature must
Crawling Claw succeed on a DC 12 Wisdom saving throw or be
charmed until the start of the gazer's next turn.
Tiny undead, neutral evil While the target is charmed in this way, its speed
is halved, and it has disadvantage on attack rolls.
Armor Class 12 2 ) Fear Ray. The targeted creature must succeed
Hit Points 2 (1d4) on a DC 12 Wisdom saving throw or be
Speed 20ft., climb 20ft. frightened until the start of the gazer's next turn.
3 ) Frost Ray. The targeted creature must succeed
STR DEX CON INT WIS CHA on a DC 12 Dexterity saving throw or take 10
(3d6) cold damage.
13 (+1) 14 (+2) 11 (0) 5 (-3) 10 (0) 4 (-3)
4 ) Telekinetic Ray. If the target is a creature that is
Medium or smaller, it must succeed on a DC 12
Damage Immunities poison Strength saving throw or be moved up to 30 feet
Condition Immunities charmed, exhaustion, directly away from the gazer.
If the target is an
poisoned object weighing 10 pounds or less that isn't being
Senses Blindsight 30 ft. (blind beyond this radius), worn or carried, the gazer moves it up to 30 feet
passive Perception 10 in any direction. The gazer can also exert fine
Language understands Common but can't speak control on objects with this ray, such as
Challenge 0 (10 XP) manipulating a simple tool or opening a container.
Turn Immunity. The claw is immune to effects that
turn undead.

Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning or
slashing damage (claw's choice).

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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