D&D Fifth edition - Familiars

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D&D Fifth edition - Familiars

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1st-level Conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.


Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn. A familiar can't Attack, but it can take other actions as normal.


When the familiar drops to 0 Hit Points, it disappears, 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.

Quick Stats (Regular familiars)

  • Fastest travel (Land): Cat
  • Fastest climber: Cat
  • Fastest swimmer: Fish
  • Fastest flyer: Hawk and Owl
  • Highest HP: Octopus 3 HP
  • Highest AC: Hawk, Fish, Weasel (13 AC)
  • Stealthiest (Land): Weasel +5 Stealth
  • Stealthiest (Water): Octopus +4 Stealth
  • Stealthiest (Air): Owl +3 Stealth
  • Highest Perception (Land): Weasel +3, and advantage on checks that rely on hearing or smell.
  • Highest Perception (Water): Octopus +2
  • Highest Perception (Air): Hawk +4 and advantage on checks that rely on sight, Owl +3 and advantage on checks that rely on hearing or sight.
  • Darkvision: Frog (30ft), Lizard (30ft), Octopus (30ft), Owl (120ft), Fish (60ft), Rat (30ft), Spider (30ft)
  • Blindsight: Bat (60ft), Crab (30ft), Poisonous Snake (10ft)

Regular familiars stats


Almiraj

small beast, unaligned


  • Armor Class 13
  • Hit Points 3 (1d6)
  • Speed 50ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 10 (0) 2 (-4) 14 (+2) 10 (0)

  • Skills Perception +4, Stealth +5
  • Senses darkvision 30ft., passive Perception 14
  • Challenge 0 (10 XP)

Keen Smell. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Horn. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.


Bat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 5ft., fly 30ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

  • Senses Blindsight 60ft., passive Perception 11
  • Challenge 0 (10 XP)

Echolocation. The bat can't use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

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


Cat

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40ft., climb 30ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +4
  • Senses passive Perception 13
  • Challenge 0 (10 XP)

Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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


Flying Monkey

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 20ft., climb 20ft., fly 30ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (0) 5 (-3) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Challenge 0 (10 XP)

Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.


Frog

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 20ft., swim 20ft.

STR DEX CON INT WIS CHA
1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)

  • Skills Perception +1, Stealth +3
  • Senses Darkvision 30ft., passive Perception 11
  • Challenge 0 (10 XP)

Amphibious. The frog can breathe air and water

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 running start.

Actions


Crab

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 2 (1d4)
  • Speed 20ft., swim 20ft.

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

  • Skills Stealth +2
  • Senses Blindsight 30ft., passive Perception 9
  • Challenge 0 (10 XP)

Amphibious. The frog can breathe air and water

Actions

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


Hawk

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed 10ft., fly 60ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 0 (10 XP)

Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.

Actions

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


Lizard

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 2 (1d4)
  • Speed 20ft., climb 20ft.

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

  • Senses Darkvision 30ft, passive Perception 9
  • Challenge 0 (10 XP)

Actions

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


Octopus

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 5ft., swim 30ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (0) 3 (-4) 10 (0) 4 (-3)

  • Skills Perception +2, Stealth +4
  • Senses Darkvision 30ft., passive Perception 12
  • Challenge 0 (10 XP)

Hold Breath. While out of water, the octopus can hold its breath for 30 minutes.

Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater.

Water Breathing. The octopus can breathe only underwater.

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

Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.


Owl

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed 5ft., fly 60ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth + 3
  • Senses Darkvision 120ft., passive Perception 13
  • Challenge 0 (10 XP)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 (1d1) piercing damage.


Poisonous snake

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30ft., swim 30ft.

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.


Fish (Quipper)

Tiny beast, unaligned


  • Armor Class 13
  • Hit Points 1 (1d4 - 1)
  • Speed swim 40ft.

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 9 (-1) 1 (-5) 7 (-2) 2 (-4)

  • Senses Darkvision 60ft, passive Perception 8
  • Challenge 0 (10 XP)

Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Water Breathing. The quipper can breathe only underwater.

Actions

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


Rat

Tiny beast, unaligned


  • Armor Class 10
  • Hit Points 1 (1d4 - 1)
  • Speed 20ft.

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

  • Senses Darkvision 30ft, passive Perception 10
  • Challenge 0 (10 XP)

Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.

Actions

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


Raven

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 10ft., fly 50ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Challenge 0 (10 XP)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

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


Sea horse

Tiny beast, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4 - 1)
  • Speed swim 20ft.

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

  • Senses passive Perception 10
  • Challenge 0 (10 XP)

Water Breathing. The sea horse can breathe only underwater.

Actions


Spider

Tiny beast, unaligned


  • Armor Class 12
  • Hit Points 1 (1d4 - 1)
  • Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (0) 2 (-4)

  • Skills Stealth +4
  • Senses Darkvision 30ft, passive Perception 12
  • Challenge 0 (10 XP)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.


Tressym

Tiny beast, chaotic neutral Source: SKT


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 40ft., climb 30ft., fly 40ft

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 11 (0) 12 (+1) 12 (+1)

  • Skills Perception +5, Stealth +4
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60ft, passive Perception 15
  • Languages Understand Common but can't speak
  • Challenge 0 (10 XP)

Detect Invisibility Whitin 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight.

Keen Smell The tressym has advanage on Wisdom (Perception) checks that rely on smell.

Poison Sense A tressym can detect whether a substance is poisonous by taste, touch, or smell.

Actions

Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 slashing 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.

Warlock Familiars


Imp

Tiny fiend (devil), lawful evil


  • Armor Class 13
  • Hit Points 10 (3d4 + 3)
  • Speed 20ft., fly 40ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (0) 12 (+1) 14 (+2)

  • Skills Deception +4, Insight +3, Persuasion +4, Stealth +5
  • Damage Resistance Cold, Bludgeoning, Piercing, And Slashing From Nonmagical/nonsilver Weapons
  • Damage Immunities Fire, Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 Ft., passive Perception 11
  • Languages Infernal, Common
  • Challenge 1 (200 XP)

Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each 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.

Devil's Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Variant: Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a Telepathic Bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the Telepathic Bond.

Actions

Sting (Bite in Beast Form). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (3d6)poison damage. The target must make on a dc on a failed save, or half as much damage on a successful one

Invisibility. The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.


Pseudodragon

Tiny dragon, neutral good


  • Armor Class 13
  • Hit Points 7 (2d4 + 2)
  • Speed 15ft., fly 60ft.

STR DEX CON INT WIS CHA
6 (-2) 15 (+2) 13 (+1) 10 (0) 12 (+1) 10 (0)

  • Skills Perception +3, Stealth +4
  • Senses Blindsight 10 Ft., Darkvision 60 Ft., passive Perception 13
  • Languages Understands Common And Draconic But Can't Speak
  • Challenge 1/4 (50 XP)

Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.

Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 ft. of it that can understand a language.

Variant: Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 2) piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d4 + 2) piercing damage. The target must succeed on a dc 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.


Quasit

Tiny fiend (demon), chaotic evil


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (0) 7 (-2) 10 (0) 10 (0)

  • Skills Stealth +5
  • Damage Resistance Cold, Fire, Lightning, Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 Ft., passive Perception 10
  • Languages Abyssal, Common
  • Challenge 1 (200 XP)

Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each 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.

Magic Resistance. The quasit has advantage on saving throws against spells and other magical effects.

Variant: Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.

Actions

Claw (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4)poison damage. The target must succeed on a dc and become poisoned for 1 minute The target can repeat the saving throw at the end of each of its turns, 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.


Quasit continued

Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.


Sprite

Tiny fey, neutral good


  • Armor Class 15
  • Hit Points 2 (1d4)
  • Speed 10ft., fly 40ft.

STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (0) 14 (+2) 13 (+1) 11 (0)

  • Skills Perception +3, Stealth +8
  • Senses passive Perception 13
  • Languages Common, Elvish, Sylvan
  • Challenge 1/4 (50 XP)

Actions

Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d1) slashing damage.

Shortbow. Ranged Weapon Attack: +6 to hit, reach 40/160 ft., one target. Hit: (1d1) piercing damage. The target must succeed on a dc 10 constitution saving throw or become poisoned for 1 minute If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake

Heart Sight. The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Invisibility. The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.

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.


Cranium Rat

Tiny beast, lawful evil


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 10 (0) 4 (-3) 11 (0) 8 (-1)

  • Senses Darkvision 30ft, passive Perception 10
  • Language telepathy 30ft.
  • Challenge 0 (10 XP)

Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light. Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.

Actions

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


Crawling Claw

Tiny undead, neutral evil


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 20ft., climb 20ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (0) 5 (-3) 10 (0) 4 (-3)

  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Blindsight 30 ft. (blind beyond this radius), passive Perception 10
  • Language understands Common but can't speak
  • Challenge 0 (10 XP)

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).


Gazer

Tiny aberration, neutral evil, Warlock only


  • Armor Class 13
  • Hit Points 13 (3d4 + 6)
  • Speed 0ft., fly 30ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 17 (+3) 14 (+2) 3 (-4) 10 (0) 7 (-2)

  • Saving Throws Wis +2
  • Skills Perception +4, Stealth +5
  • Condition Immunities prone
  • Senses Darkvision 60ft., passive Perception 14
  • Challenge 1/2 (100 XP)

Aggressive. As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see. Mimicry. The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Eye Rays. The 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 succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.

2 ) Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.

3 ) Frost Ray. The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.

4 ) Telekinetic Ray. If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer. If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.

 

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