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Magic Animals

and How to Bond Them


Magic Animals

E
very city in El'Nalas reveres a different type
of animal. These animals are seen as the
city's protectors, and are worshipped as
sacred gifts from the gods. However, while
most of these animals are just normal
animals, some manifest special
peculiarities. Their appearance changes,
they develop an extraordinary intelligence and even seem to
give magical gifts and abilities to those who revere them.
No Mere Beasts
These magical animals are not simple creatures. They have
been imbued with fey or celestial magic and have become
something more. They are as intelligent as a normal man,
and have their own personality, goals and objectives. They
can naturally understand any spoken language and, even
though they cannot speak, find ways to communicate with
others. To kill one of these animals is seen as a terrible crime
in the city that worships them, and people are sometimes put
to death even for simply harming one.
Animals imbued with fey magic manifest this touch in
different ways. Some of them have glowing eyes, others have
strange runes on their pelt or feathers.
Bonding a Magical Animal Al Laat by Hazem Ameen
A character may attempt to bond a magical animal by
spending 8 hours interacting with it. The character makes a Optional Rule: Familiars
DC 15 animal handling check at the end of these 8 hours, if and Steeds
they succeed the animal becomes bonded to them. This bond
ends if either of them die, or if the character bonds another The following is an optional rule that some DMs may allow.
magical animal. A magical animal may also decide to bond Speak with your DM to understand if they'll allow it.
itself to a character if the character achieves a great feat or A creature bonded to an Ilenesyan crow or a Siran snake
proves themselves to be particularly skilled in an area of that knows the find familiar spell may choose to make the
interest to the animal. bonded animal their familiar.
If the character mistreats the magical animal or A creature bonded to a Kurdan lion or a Lykian Wolf that
consistently acts in a way the animal doesn't approve of, the knows the find steed spell (or find greater steed, if the DM
animal may choose to sever the bond. The character may also prefers) may choose to make the bonded creature their steed.
undertake a ten minute ritual to sever the bond themselves. A If a magical animal becomes a familiar or steed, all
creature cannot be bonded to more than one other creature characteristics of creatures summoned these spells are
at a time. applied to them instead. If the character already had a steed
Once a character has failed to bond a creature, they may or familiar, this disappears. Additionally, if the character
not try to bond the same individual creature again. If the dismisses the magical animal or it dies, whenever the
magical animal chooses to sever the bond with a character, it character next summons their familiar or steed, they may
may not be reestablished, and the animal will become hostile choose to give it the form of the magical animal they bonded.
to the character if they try to do so.
As long as a character is bonded to a magical animal, the Optional Rule: Immortal
animal always knows the character's direction as long as they
are on the same plane of existence, and vice versa. The Beings
magical animal is also friendly to the character and will obey
its verbal commands. In battle, the magical animal acts on its The following is an optional rule that some DMs may allow.
own initiative, and acts independently unless the character Speak with your DM to understand if they'll allow it.
gives it specific commands on their turn (no action required). If a magical animal dies, it returns to life after 24 hours
Furthermore, both bonded creatures (the animal and the with 1 hitpoint. It then regains all its hitpoints after an
character) have advantage on any Wisdom (insight) checks additional 24 hours.
made to understand each other.

2
Ilenesyan Crow Kurdan Lion
Sacred symbols of knowledge and intelligence, crows are Sacred symbols of strength and bravery, lions are worshipped
revered in the island city of Ilenes. Magical crows from this in the warrior city of Kurda. Magical lions from this city are
city are attracted to geniuses and scholars, therefore attracted to great warriors and soldiers, therefore characters
characters must use their Intelligence modifier instead of must use their Strength modifier instead of their Wisdom
their Wisdom modifier for animal handling checks made to modifier for animal handling checks made to bond a Kurdan
bond an Ilenesyan crow. lion.
Ilenesyan arcanists are not considered truly great unless Kurdan warriors often ride these lions into battle.
they have sucessfully bonded an Ilenesyan crow.

Kurdan Lion
Ilenesyan Crow Large fey, Lawful neutral
Tiny fey, Neutral good
Armor Class 12
Armor Class 12 Hit Points 30 (4d10+8)
Hit Points 3(1d6) Speed 50 ft.
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 14 (+2) 9 (-1) 12 (+1) 8 (-1)
3 (-4) 15 (+2) 10 (0) 12 (+1) 14 (+2) 8 (-1)
Skills Athletics +6, Perception +3, Stealth +4
Skills Arcana +3, Perception +4, Stealth +4 Damage Resistance Bludgeoning, Piercing, and
Senses Darkvision 60ft., passive Perception 14 Slashing From Nonmagical Attacks
Languages. The crow understands all languages, but Senses Darkvision 30 ft., passive Perception 13
cannot speak Languages. The lion understands all languages, but
Challenge 0 (10 XP) cannot speak
Challenge 2 (450 XP)
Bonded Magic. As long as the crow is within 100
feet of a creature bonded to it, that creature can Keen Smell. The lion has advantage on Wisdom
cast detect magic as a ritual. Furthermore, based on (Perception) checks that rely on smell.
the creature's level, as long as the crow is within
100 feet of it the creature can also cast one of the Pack Tactics. The lion has advantage on an attack roll
following spells once without consuming a spell slot against a creature if at least one of the lion's allies is
or material components. After it has done so, it within 5 ft. of the creature and the ally isn't
must finish a long rest to do so again. Intelligence is incapacitated.
the bonded creature's spellcasting modifier for Pounce. If the lion moves at least 20 ft. straight
these spells. toward a creature and then hits it with a claw attack
on the same turn, that target must succeed on a DC
Level 1: Comprehend languages or speak with
13 Strength saving throw or be knocked prone. If
animals. the target is prone, the lion can make one bite
Level 3: Animal messenger or borrowed
attack against it as a bonus action.
knowledge.
Level 5: Nondetection or tongues. Protective bond. Whenever a creature within 5 ft. of
the lion hits the creature bonded to it with an
If the creature has spell slots, it can cast these attack, the lion may make a claw attack against that
spells as if it knew them or had them prepared as creature as a reaction.
long as the crow is within 100 feet of it.
Running Leap. With a 10-foot running start, the lion
Keen Sight. The crow has advantage on Wisdom can long jump up to 25 ft..
(Perception) checks that rely on sight. Well of Strength. As long as the lion is within 10 feet
Well of Knowledge. As long as the crow is within 5 of a creature bonded to it, that creature has
feet of a creature bonded to it, that creature has advantage on Strength (athletics) checks it makes.
advantage on Intelligence (arcana) checks it makes.
Actions
Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d8 + 4) piercing damage.
one target. Hit: 1 slashing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: (1d6 + 4) slashing damage.

3
Lykian Wolf Siran Snake
Symbols of wisdom and loyalty, wolves are the sacred Sacred symbols of foresight and lies, snakes are sacred in the
animals of the small mountain town of Lykoikos. Lupian city of Sira, seat of the Oracle. These snakes are attracted to
wolves value wisdom and empathy. performers and deceivers, therefore characters must use
their Charisma modifier instead of their Wisdom modifier for
animal handling checks made to bond a Siran snake.
Lykian Wolf
Medium fey, Lawful good
Siran Snake
Armor Class 14 (Natural Armor) Tiny fey, Chaotic neutral
Hit Points 13 (2d8+4)
Speed 50 ft. Armor Class 13 (Natural Armor)
Hit Points 2(1d4)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (0) 14 (+2) 8 (-1)
STR DEX CON INT WIS CHA
Skills Insight +4, Perception +4, Stealth +5 6 (-2) 15 (+2) 10 (0) 11 (0) 13 (+1) 14 (+2)
Damage Resistance Bludgeoning, Piercing, and
Slashing From Nonmagical Attacks Skills Stealth +4, Deception +2
Senses passive Perception 13 Senses Blindsight 10 Ft., passive Perception 11
Languages. The wolf understands all languages, but Languages. The snake understands all languages, but
cannot speak cannot speak
Challenge 1 (200 XP) Challenge 1/8 (25 XP)

Bonded Magic. As long as the wolf is within 100 feet Bonded Magic. As long as the snake is within 100
of a creature bonded to it, that creature can cast feet of a creature bonded to it, that creature can
alarm as a ritual. Furthermore, as long as the wolf is cast augury as a ritual. Furthermore, based on the
within 100 feet of it the creature can also cast creature's level, as long as the snake is within 100
either hunter's mark or longstrider once without feet of it the creature can also cast one of the
consuming a spell slot or material components. following spells once without consuming a spell slot
After it has done so, it must finish a long rest to do or material components. After it has done so, it
so again. Wisdom is the bonded creature's must finish a long rest to do so again. Charisma is
spellcasting modifier for these spells. If the creature the bonded creature's spellcasting modifier for
has spell slots, it can cast these spells as if it knew these spells.
them or had them prepared as long as the wolf is
within 100 feet of it. Level 1: Detect good and evil or Detect poison
and disease.
Keen Hearing and Smell. The wolf has advantage on Level 3: Locate animals or plants or locate object.
Wisdom (Perception) checks that rely on hearing or Level 5: Clairvoyance or speak with dead.
smell.
If the creature has spell slots, it can cast these
Pack Tactics. The wolf has advantage on an attack spells as if it knew them or had them prepared as
roll against a creature if at least one of the wolf's long as the snake is within 100 feet of it.
allies is within 5 ft. of the creature and the ally isn't
incapacitated. Well of Guile. As long as the snake is within 5 feet of
Protective bond. Whenever a creature within 5 ft. of a creature bonded to it, that creature has advantage
on Charisma (deception) checks it makes.
the wolf hits the creature bonded to it with an
attack, the wolf may make a bite attack against that Actions
creature as a reaction.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Well of Understanding. As long as the wolf is within one target. Hit: 1 piercing damage plus (2d4)
10 feet of a creature bonded to it, that creature has poison damage. The target must make a DC 10
advantage on Wisdom (insight) checks it makes. Constitution saving throw, taking the poison
Actions damage on a failed save, or half as much damage on
a successful one.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: (2d4 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone
 
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