Archfey Chain Familiar
tiny fey, chaotic neutral
- Armor Class 10 + DEX
- Hit Dice 1d4
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities psychic; poison
- Condition Immunities poisoned
- Senses darkvision 60 ft.
- Languages Sylvan; one language you know
- Challenge 1 (200 XP)
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.
Spellcasting. Choose one 1st level spell from your patron's expanded spell list, your familiar can cast that spell once per long rest. Your familiar uses Charisma as its spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your familiar's Charisma modifier
Spell attack modifier = your proficiency bonus + your familiar's Charisma modifier
Cantrip (at will): dancing lights
Shapechanger. Choose two CR 0 beasts. Your familiar can use its action to Polymorph into one of these beasts, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Attack. Melee Weapon Attack (natural weapons in true form or beast form): Use your familiar's dexterity for the attack and damage rolls. Hit: 1d4 piercing/slashing damage.
Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any Equipment your familiar is wearing or carries is Invisible with it.
Heart Sight. Your familiar touches a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw, your familiar also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Fiend Chain Familiar
tiny fiend, chaotic or lawful evil
- Armor Class 10 + DEX
- Hit Dice 1d4
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Damage Resistances cold; fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 120 ft.
- Languages Abyssal or Infernal; one language you know
- Challenge 1 (200 XP)
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.
Superior Darkvision Your familiar's darkvision has a radius of 120 feet.
Spellcasting. Choose one 1st level spell from your patron's expanded spell list, your familiar can cast that spell once per long rest. Your familiar uses Charisma as its spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your familiar's Charisma modifier
Spell attack modifier = your proficiency bonus + your familiar's Charisma modifier
Cantrip (at will): control flames
Shapechanger. Choose two CR 0 beasts. Your familiar can use its action to Polymorph into one of these beasts, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Attack. Melee Weapon Attack (natural weapons in true form or beast form): Use your familiar's dexterity for the attack and damage rolls. Hit: 1d4 piercing/slashing damage.
Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any Equipment your familiar is wearing or carries is Invisible with it.
Great Old One Chain Familiar
tiny aberration, true neutral
- Armor Class 10 + DEX
- Hit Dice 1d4
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Damage Resistances cold; fire; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft.
- Languages Deep Speech; one language you know
- Challenge 1 (200 XP)
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.
Limited Telepathy. Your familiar can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.
Spellcasting. Choose one 1st level spell from your patron's expanded spell list, your familiar can cast that spell once per long rest. Your familiar uses Charisma as its spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your familiar's Charisma modifier
Spell attack modifier = your proficiency bonus + your familiar's Charisma modifier
Cantrip (at will): thaumaturgy
Shapechanger. Choose two CR 0 beasts. Your familiar can use its action to Polymorph into one of these beasts, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Attack. Melee Weapon Attack (natural weapons in true form or beast form): Use your familiar's dexterity for the attack and damage rolls. Hit: 1d4 piercing/slashing damage.
Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any Equipment your familiar is wearing or carries is Invisible with it.
Celestial Chain Familiar
tiny celestial, neutral good
- Armor Class 10 + DEX
- Hit Dice 1d4
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Damage Resistances radiant; necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft.
- Languages Celestial; one language you know
- Challenge 1 (200 XP)
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.
Spellcasting. Choose one 1st level spell from your patron's expanded spell list, your familiar can cast that spell once per long rest. Your familiar uses Charisma as its spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your familiar's Charisma modifier
Spell attack modifier = your proficiency bonus + your familiar's Charisma modifier
Cantrip (at will): light
Shapechanger. Choose two CR 0 beasts. Your familiar can use its action to Polymorph into one of these beasts, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Attack. Melee Weapon Attack (natural weapons in true form or beast form): Use your familiar's dexterity for the attack and damage rolls. Hit: 1d4 piercing/slashing damage.
Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any Equipment your familiar is wearing or carries is Invisible with it.
Cursed Artifact Chain Familiar
tiny construct, alignment varies
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Armor Class 10 + DEX
- Hit Dice 1d4
- Speed 0 ft., fly 30 ft. (hover)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities psychic; poison
- Condition Immunities poisoned
- Senses darkvision 60 ft.
- Languages Any two languages
- Challenge 1 (200 XP)
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.
Spellcasting. Choose one 1st level spell from your patron's expanded spell list, your familiar can cast that spell once per long rest. Your familiar uses Charisma as its spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your familiar's Charisma modifier
Spell attack modifier = your proficiency bonus + your familiar's Charisma modifier
Cantrip (at will): prestidigitation
Shapechanger. Choose two CR 0 beasts. Your familiar can use its action to Polymorph into one of these beasts, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Attack. Melee Weapon Attack (natural weapons in true form or beast form): Use your familiar's dexterity for the attack and damage rolls. Hit: 1d4 piercing/slashing damage.
Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any Equipment your familiar is wearing or carries is Invisible with it.
Undying Chain Familiar
tiny undead, neutral evil
- Armor Class 10 + DEX
- Hit Dice 1d4
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Damage Resistances cold; necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities poisoned
- Senses darkvision 60 ft.
- Languages one language your patron knows; one language you know
- Challenge 1 (200 XP)
Magic Resistance. Your familiar has advantage on saving throws against spells and other magical effects.
Spellcasting. Choose one 1st level spell from your patron's expanded spell list, your familiar can cast that spell once per long rest. Your familiar uses Charisma as its spellcasting ability.
Spell save DC = 8 + your proficiency bonus + your familiar's Charisma modifier
Spell attack modifier = your proficiency bonus + your familiar's Charisma modifier
Cantrip (at will): spare the dying
Shapechanger. Choose two CR 0 beasts. Your familiar can use its action to Polymorph into one of these beasts, or back into its true form. Its statistics are the same in each form, except for changes to speed. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Actions
Attack. Melee Weapon Attack (natural weapons in true form or beast form): Use your familiar's dexterity for the attack and damage rolls. Hit: 1d4 piercing/slashing damage.
Invisibility. Your familiar magically turns Invisible until it attacks, or until its Concentration ends (as if concentrating on a spell). Any Equipment your familiar is wearing or carries is Invisible with it.