Creature Cohorts: The Displacer Beast (v1.1)

by MisterThr33

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Creature Cohorts:
The Displacer Beast

Displacer Beast Cohorts

A man wizened by many years sat alone at the Old Oak Inn. He bored a hole into an empty cup with his eyes; his grimace kept all other guests at bay. When a young servant approached, he did not so much as acknowledge her. Then the woman sat across from him.

The old man looked up, his irritation spurring him to finally speak. "I'm not lonely, nor interested." His eyes lowered again.

The woman smiled faintly. "I hear you gave a swift kick to my friend here, all for the high crime of breathing air." The woman put a large sack upon the table, and out of it hobbled a small black cat.

"Not true," said the man. "It's crime was knocking over my cups. A silver's worth of mead decorated my lap, so I shooed it."

"I can see that. I have to ask-- have you ever heard that a black cat crossing your path is bad luck?"

The man shrugged. "Of course. Nonsense."

The servant continued. "Ever ask yourself where that phrase comes from? Or why it exists?" Before the man could speak, the woman reached down and stroked the cat's sleek backside. She did not stop at the cat's tail. Instead, her hand continued to glide along into the air, as though holding onto something still. Whatever it was, the man could not see it. Then the woman withdrew her hand, and the man's cup was swatted out of his grip and onto the floor. There was a long, spined tentacle just inches from his face.

"Rumor has it, the black cat in that old adage... was not the kind one keeps as a house pet." Before she finished speaking, the man had well vacated his seat.

art by Cayladoodles
cover art by Rudy Siswanto

What is a Cohort? (*2.0)

A creature cohort is a monster straight from the pages of Dungeons and Dragons Fifth Edition that has been redesigned for use as its own race and associated class. A cohort race and class (like the Displacer Beast race and class) are typically designed to be taken together.

A cohort can be used for multiple purposes: as a sidekick (friendly NPC), a recurring villain/rival, or as a player character. You create a cohort much like making a character, following the same rules in the Player's Handbook.

However, cohorts are designed to be built differently depending on how they are used. If a cohort is being used as an NPC sidekick, then the cohort does not get a background at 1st level, nor do they choose a subclass as they advance in their class. Cohorts as sidekicks instead rely on the base class alone for their abilities- which leads to a more streamlined, simpler experience (at a power level a little lower than that of a full-fledged player character).

(Note that, at the time of this writing, there are multiple existing cohorts that are not yet designed around 'subclasses for characters only'. For cohorts prior to the Angel release (July 2021) it is recommended to use those cohorts as written. Updated versions of those cohorts are planned for future releases.)

Displacer Beast Racial Features

Your kind are born of the magical realm known as the Feywild, a place both fantastical and bizarre. As such, you are no ordinary animal, though you do somewhat resemble a cat with tentacles. Displacer beasts have the ability to alter the flow of light, protecting themselves by concealing their true position from their foes.
Ability Score Increase. Your Strength score increases by 2, and one other ability score of your choice increases by 1.
Age. A displacer beast matures relatively quickly, being old enough to hunt at four to six months old, and considered an adult at two years of age. These creatures can live for decades, and it is rumored that some are almost a century old.
Alignment. Displacer beasts were, in the not so distant past, selectively bred and trained by a group of evil fey known as the Unseelie Court. Though displacer beasts are no longer under the court's sway, they do retain the predatory instincts that they were born to possess. Going further, many of these beasts actively enjoy inflicting pain on others, toying with lesser creatures simply to entertain themselves.

Displacer beasts that cause harm for its own sake are almost always evil. Those that hunt strictly for food (ignoring, or even fighting against their base instincts) may be neutral or some variation of lawful. Some displacer beasts use pain as a deterrent, however, harming others only in self-defense or when necessary. This is rare for a displacer beast--as such, good-aligned members of the species do exist, but are not believed to be common.
Size. A displacer beast cub is approximately the size of a common cat, though its tentacles do somewhat exaggerate its profile. A young displacer beast is therefore a Small-sized creature, though it will grow in time.
Speed. Your base movement speed is 30 feet. As you grow, your speed will also increase.
Darkvision. A displacer beast's eyes are well adapted to seeing in dim and dark conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Monstrous Nature. You count as a monstrosity for the purposes of spells and effects.
Hunter's Arsenal. Your tentacles are readily used as weapons-- and, when trying to pass as a regular cat, you also have the option to bite your enemies (though this is rarely as effective as your tentacles). You have a bite attack that deals 1d8 piercing damage. You also have two tentacles that deal 1d6 slashing damage. You add your Strength or Dexterity modifier (your choice) to attacks and damage rolls with these weapons. Once on each of your turns when you attack with a tentacle using the Attack action, you can make one additional tentacle attack as part of the same action. Your bite and tentacles count as natural weapons.

You are unable to use other weapons, or any armor (including shields) unless they are specifically crafted for members of your species.
Feywild Magic. Your kind have an innate ability to magically warp the light around you. You know the dancing lights cantrip. When you reach 3rd level, you can cast the blur spell once per day. When you reach 5th level, you can also cast the invisibility spell once per day. You do not require any components when casting these spells in this way. Constitution is your spellcasting ability for these spells.
Naturally Evasive. If you are subjected to an effect that allows you to make a saving throw to take only half damage, if you succeed on the save you may use your reaction to take no damage instead of the decreased amount.

Once you use this ability, you can't use it again until you complete a long rest.
Languages. As an unusually intelligent creature known for their innate magic, you can understand Common, but cannot speak, read or write by default. (The "Displacer Beasts as PCs" section at the end of this document makes some suggestions to work around this)

New Class: The Displacer Beast

Class Features

As a displacer beast, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per displacer beast level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) plus your Constitution modifier per displacer beast level after 1st.

Proficiencies


  • Armor: none
  • Weapons: none
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to any equipment granted by your background:

  • (a) a burglar's pack or (b) an explorer's pack
  • a ball of twine and 50 gold

Atypical Feline

A displacer beast is known for its slick black hide and its many limbs, including the tentacles it uses to protect itself. However, these creatures also have another strength: magically bending light to conceal their presence. At 1st level, as an action, you are able to bend light around you to hide your extra limbs and tentacles, making you resemble a fairly ordinary member of your kind (or, if you are a member of the displacer beast race, you would appear to be a regular black cat). This ability remains active until you use a bonus action to suppress it.

If you use your tentacles to attack, or receive damage from an attack, this ability becomes disrupted until the end of your next turn.

If you are a member of the displacer beast race, then once you become a medium-sized creature at 7th level, so long as this ability is active, you start to resemble a larger cat such as a bobcat or lynx (with unusually dark fur). When you become a large-sized creature at 13th level, you instead appear to be a large, black panther.

Natural Armor

Your hide is naturally thick and difficult to pierce. Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.

The Displacer Beast

Level Proficiency Bonus Features Flanking Attack
1st +2 Atypical Feline, Natural Armor, Weapons of Maiming
2nd +2 Love of the Kill, Shifty, Umbral Stalker
3rd +2 Displacement, Flanking Attack, Hunter's Path 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Fell the Weak 1d6
6th +3 Path Feature, Perforation 2d6
7th +3 Size Increase (Medium) 2d6
8th +3 Ability Score Improvement 2d6
9th +4 Evasion 3d6
10th +4 Malevolent Magic, Path Feature 3d6
11th +4 Weapons of Mauling 3d6
12th +4 Ability Score Improvement 4d6
13th +5 Size Increase (Large) 4d6
14th +5 Greater Displacement 4d6
15th +5 Path Feature 5d6
16th +5 Ability Score Improvement 5d6
17th +6 Fear Through Laceration 5d6
18th +6 Illusory Pride 6d6
19th +6 Ability Score Improvement 6d6
20th +6 Hunter of the Feywild 6d6

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Weapons of Maiming

At 1st level, you gain the natural weapons of a displacer beast (unless you already are one).

You have two tentacles that deal 1d6 slashing damage. You add your Strength or Dexterity modifier (your choice) to attacks and damage rolls with your tentacles. Once on each of your turns when you attack with a tentacle using the Attack action, you can make one additional tentacle attack as part of the same action. Your tentacles count as natural weapons.

In addition, your natural weapons become stronger as you gain displacer beast levels. Your tentacles have their damage die size increase at the indicated levels:

At 6th level, your tentacle damage die becomes 1d8.

At 11th level, your tentacle damage increases further through the Weapons of Mauling ability (below).

Love of the Kill

Displacer Beasts are infamous for the thrill they get by slaying their foes. Regardless of whether or not you actively enjoy killing, your kind gets a surge of energy from a successful hunt. Starting at 2nd level, when you reduce a hostile creature to 0 hit points, you may choose to gain hit points equal to your Constitution modifier + your Displacer Beast level (minimum of 1).

Once you use this feature, you can't use it again until you finish a short or long rest.

Shifty

At 2nd level, you can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Disengage option.

Umbral Stalker

At 2nd level, you become proficient in the Survival skill. If you are already proficient in Survival, you may instead choose another skill from the displacer beast class proficiencies list. You add double your proficiency bonus to Survival ability checks that you make. Once you catch the scent of a creature (typically by coming within 30 feet of it), you have advantage on Survival checks to track that creature until you complete a long rest.

Displacement

Displacer Beasts can magically bend light to evade their foes. That said, your ability is still underdeveloped and will take time and practice to master.

Starting at 3rd level, you have a number of cunning points equal to your proficiency bonus. You may use one of these points as an action during your turn to project a magical illusion around you. This illusion makes you appear to be standing near your actual location, causing attack rolls against you to have disadvantage.

art by Ralph Horsley
copyright Wizards of the Coast

If you are hit by an attack, this ability is disrupted until the end of your next turn. This trait is also disrupted while you are incapacitated or have a speed of 0.

This ability has a duration of 1 minute. You recover any expended cunning points upon completion of a long rest.

Flanking Attack

Between your honed instincts and the whiplike movements of your tentacles, you are able to take advantage of a flanking position to gouge your enemy's defenses. At 3rd level, once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must be with your natural weapons. You don't need advantage on the attack if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Flanking Attack column of the Displacer Beast table.

Hunter's Path

If your cohort is being created as a player character (or if it is meant to have an equivalent power level) then at 3rd level, you choose your subclass-- your hunter's path. Hunter's path options are detailed at the end of this class description.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

art by Conceptopolis
copyright Wizards of the Coast

Fell the Weak

Starting at 5th level, whenever a hostile creature within 30 feet of you is reduced to 0 hit points, you may use your reaction to gain a bonus attack with one of your natural weapons. You always add your flanking attack bonus damage to this attack (even if the ability would normally not apply).

Perforation

Starting at 6th level, your natural weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Size Increase (Medium)

At this point in your development, the muscle and sinew that power your attacks are becoming more evident. Of course, most of your enemies will only come to know your strength when it is far too late. At 7th level, you become a Medium-sized creature. Your base movement speed is now 40 feet, and your tentacles are now considered reach weapons.

Evasion

Beginning at 9th level, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Malevolent Magic

Through much practice, you learn to more effectively alter the light around you to shield your true position. At 10th level, you may use two cunning points as an action during your turn to cast greater invisibility, targeting yourself. You do not require any components when casting the spell in this way, nor do you expend a spell slot.

In addition, your displacement ability now lasts 1 hour.

Weapons of Mauling

At 11th level, your limbs become more massive. Your tentacles are now capable of denting armor or breaking bones due to the sheer force of an attack. Your tentacles now deal an extra 1d8 bludgeoning damage on a hit.

Size Increase (Large)

At 13th level, your body has grown enough that you count as a Large-sized creature. You now take up a 10-by-10 foot space. However, due to your sleek form, you can fit through spaces as though you were a Medium-sized creature without squeezing.

Greater Displacement

The light-bending ability of your kind is becoming second nature to you. Beginning at 14th level, your displacement ability is always active so long as you have more than half of your maximum hit points. When you are hit by an attack, the ability still gets disrupted until the end of your next turn.

You can choose to end or resume this passive displacement as an action.

Fear Through Laceration

Starting at 17th level, whenever you hit the same enemy twice in the same round with your tentacles, that enemy must make a Wisdom saving throw against your maneuver save DC. If the enemy fails the save, they become frightened until the end of your next turn. If a creature's saving throw is successful, they become immune to this ability for 24 hours.

In addition, you have advantage on Intimidation ability checks against creatures within reach of your tentacles.

Illusory Pride

Starting at 18th level, you can use a bonus action during your turn to create an illusory duplicate of yourself. The illusion appears in an unoccupied 10-foot by 10-foot space that you can see within 120 feet. The illusion is indistinguishable from yourself. It has an armor class equal to your own, and it has a number of hit points equal to one half of your maximum hit points. Attacks against the illusion are made with disadvantage.

The illusion cannot act independently, and takes no action unless you direct it to. You can move the illusion up to 50 feet during your turn without an action, but only once per turn. As a bonus action, you can make a single tentacle attack through the illusion, using your tentacle attack modifier and dealing 2d8 psychic damage on a hit. You can also swap positions with the illusion as a bonus action, each teleporting to the other's position, so long as the illusion is within 120 feet of you.

The illusion counts as an enemy to any creatures hostile to you. This ability lasts 10 minutes.

You may use this ability once, and recover any expended use upon completion of a long rest.

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art by William O'Connor
Copyright Wizards of the Coast

Hunter of the Feywild

At 20th level, your ability to avoid disaster is all but legendary. If you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Hunter's Path

At 3rd level, a few displacer beasts begin to manifest more potent and specialized abilities compared to others of their kind. You choose one of the hunter's paths available: the Feywild Reaver or the Warden of Fear.

Feywild Reaver

Beneath branches infused with magic, and across fields caressed by vibrant flora, the feywild reavers are the shadows amongst the brightest lights. The feywild is a place not suited for outsiders, and displacer beasts are one of the more infamous reasons why. Feywild Reavers are often the alphas of their kind; the leaders and the protectors of their kindred. Their skill with natural weapons is raised to an art form: their canvas being the bodies of their fallen foes.

Bloodletting

Using the spines on your tentacles, you learn to attack enemy weak points with great precision, inflicting debilitating pain with a powerful strike.

Starting at 3rd level, whenever you hit with a melee weapon attack, you may force the target to make a Constitution saving throw against a DC of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). On a failed save, the enemy gains one level of exhaustion. The target must repeat the saving throw at the end of each of its turns, gaining another level of exhaustion on each failed save. Succeeding on a saving throw against this ability ends the effect, but does not remove existing levels of exhaustion.

An enemy cannot gain more than three levels of exhaustion in this way. After gaining three levels of exhaustion, the effect of this ability ends, but levels of exhaustion remain for 1 hour afterward (after which the creature recovers from all levels of exhaustion inflicted by this ability).

You may use this ability once per point of proficiency bonus, and you recover any expended use upon completion of a long rest.

Stalk the Wilds

Starting at 3rd level, you have advantage on any Perception and Survival ability checks that you make to track creatures.

Child of Pain

To a displacer beast, inflicting pain can be a brutally efficient way to wear down your opponent's will as well as their body. Whether out of spite or mercy, you acquire varied techniques to disarm, maim and befuddle your opponents. Starting at 6th level, you learn combat maneuvers much like the Fighter subclass, the Battle Master.

Maneuvers. You learn three maneuvers of your choice, which are detailed under "Child of Pain Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn one additional maneuver of your choice at 10th, 13th, and 18th level. Each time you learn a new maneuver, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d6s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority dice at 10th level and one more at 18th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver Save DC = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice)

At 13th level, your superiority dice turn into d8s. At 17th level, they turn into d10s.

Apex Predator

At 10th level, you can increase one ability score of your choice by 2. The ability score can be increased up to 22 with this ability. Moving forward, the chosen ability score now has a maximum of 22.

Master of Anguish

By delivering pain onto your enemies, you become intimiately aware of their weaknesses and of the opportunities needed to exploit them. At 15th level, whenever you spend at least one point of cunning as an action, you recover one expended superiority die.

In addition, your bloodletting ability now lasts up to one minute, and there is no limit to the levels of exhaustion that the ability can inflict on an enemy (but still only one level per turn).

Warden of Fear

Most displacer beasts use pain as both a deterrent and as a source of gaining dominion over others. Some such beasts, though, have learned to use fear itself to accomplish the same ends. The Wardens of Fear are experts at hit-and-run tactics, locking down their chosen enemies while the rank-and-file handle the rest.

Stifle

At 3rd level, you become proficient in the Intimidation skill. If you are already proficient in Intimidation, you may instead choose another skill from the displacer beast class proficiencies list. You add double your proficiency bonus to Intimidation ability checks that you make, and you may use your Intelligence score instead of Charisma for Intimidation checks.

In addition, whenever a creature within 30 feet of you casts a spell with a verbal component or makes a Charisma-based ability check, you may use a reaction to make an Intimidation ability check. If the opponent cast a spell, the DC is 10 + the spell's level. If the opponent made an ability check, the DC is equal to the result of their skill roll. If you succeed with your Intimidation check, the target becomes silenced (as though within the area of the spell silence) for 2 rounds with no saving throw. Unlike the silence spell, however, the creature can hear normally for this duration. If the target was casting a spell with a verbal component, the spell fizzles.

Once a creature is silenced by this ability, the DC to silence them again increases by 5 for 24 hours. This DC increase may only happen once for a given creature. The silence effect is treated as the spell of the same name for the purposes of dispel magic.

You may use this ability once per point of proficiency bonus, and recover any expended use upon completion of a long rest.

Visage of Nightmares

Starting at 6th level, you can make your form appear shadowy, twisted and nightmarish through use of your light-bending abilities. As an action during your turn, you choose any number of creatures within 30 feet of you that you can see. Each of those creatures must make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Intelligence modifier or drop what it's holding and become frightened for 1 minute.

While frightened in this way, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the frightened effect ends for that creature.

You may use this ability twice, and recover any expended use upon completion of a long rest.

Disruptive Seed

At 6th level, whenever you use a spell or ability that can inflict the frightened condition on an enemy, the enemy rolls a saving throw even if they are immune to the frightened condition. If an enemy immune to the frightened condition fails their saving throw against this effect, they are instead dealt 2d6 psychic damage at the beginning of their turns for the same duration as the frightened effect.

The creature may roll a new saving throw (using the same ability score modifier and DC as the original spell or ability) at the end of each of their turns, ending this effect on a success.

Dread Inspiration

At 10th level, your nuanced knowledge of fear reaches new heights-- you can use your innate magical ability to cast illusion spells and create even greater dread in your opponents.

You learn four illusion spells from any class spell list. The spells you choose do not have to come from the same class's spell list, but you may only have one spell of each spell level from 1st through 4th level. You may cast each of the learned spells once per day without any components, and you recover any expended use of these spells upon completion of a long rest.

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art by Anna Pacewicz

Intelligence is your spellcasting ability for these spells, and your spellcasting save DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Death-Inducing Fear

Your mastery of fear is such that your enemies may literally die of fright. Starting at 15th level, any frightened enemies within 120 feet that you can see must make death saves every round as though dying. These saves are treated as though they were actual death saves, with a few exceptions.

If a creature fails 3 death saves while affected by this ability, they do not die but instead drop to 0 hit points and immediately fall unconscious. Creatures who fall unconscious in this way are considered stable and do not need to roll death saves again.

If the frightened condition ends for an affected creature, or if an affected creature is rendered unconscious, this ability immediately ends (though if they are unconscious, they may be required to make death saves all over again).

If a creature rolls 3 successful death saves while affected by this ability, that creature becomes immune to this ability for 24 hours afterward.

Child of Pain Maneuvers

Below is a list of the maneuvers available through the Child of Pain ability. The maneuvers are listed in alphabetical order.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Precision Attack. When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Sweeping Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

background image by Justin Peters
foreground art by Javier Charro

Displacer Beast Cohorts- Miscellany

Challenge Rating for Displacer Beasts

The following challenge ratings are based on the Monster Statistics by Challenge Rating table on page 274 of the Dungeon Master's Guide. Note that the below numbers were calculated without accounting for equipped magic items.

As a point of reference: The average level 20 player character may have a CR around 12-14 depending on the character's build and magic items, and can become higher still when using an optimized build and powerful items.

Cohort Level Recommended CR
1 1/4
2 1/2
3 1
4 2
5 2
6 3
7 3
8 3
9 4
10 4
11 5
12 6
13 6
14 7
15 7
16 8
17 8
18 9
19 10
20 11

Roleplaying as a Displacer Beast

When roleplaying a displacer beast, a point worth considering is the reputation of your species. Displacer beasts are infamous for their love of battle, and also of inflicting considerable pain on their prey. They are, quite simply, known to kill for the fun of it. The truth, however, is that these creatures had such traits bred into them over many generations under the thumb of evil fey, and whether or not your displacer beast embraces this is a worthwhile question.

Many displacer beasts have little shame, flaunting their love of lacerating foes and relishing any opportunity for worthwhile combat. These insidious beings often work with other evil creatures less so for wealth or glory, and more so for a chance to test themselves against enemies that may or may not be on equal footing with them.

Other displacer beasts feel the battle-lust of their kindred... but are conflicted, or even ashamed by their nature. Instead of embracing pain and unnecessary bloodshed, these beasts aim to suppress--or at least control--their innermost urges for a nobler goal. This unique behavior is found in relatively few displacer beasts, and can lead to a surprising amount of self-sacrifice in a species known for anything but. In some extreme cases, these creatures may even take out their shame on themselves, adopting a more fatalistic world view.

It should be noted, though, that the creature that understands pain implicitly can make for an especially empathetic... or, quite the opposite... a completely dispassionate ally. Even amongst displacer beasts, there may exist a spectrum of personalities.

Displacer Beasts as PCs

Starting with the release of angel cohorts (July 2021), the process of converting cohorts from sidekicks to player characters has been simplified. Here are the differences between a cohort sidekick and cohort player character (or ally/rival of similar strength):

  • Cohorts that are built as sidekicks do not get a character background. Only cohorts used as player characters choose a background normally.

  • Cohort sidekicks typically do not choose a subclass (starting with the angel cohort). Only player characters or other cohorts of a similar power level get the benefits or abilities of a subclass.

  • If you wish to use a cohort as a player character, it may be best to discuss your options for blending in with your DM. Most cohorts have at least one option to hide their monstrous nature, and displacer beasts, for example, can disguise themselves as a normal feline from 1st level.

  • Note: by default, the displacer beast can understand others' speech but may not be able to speak themselves. This is due to the Fifth Edition interpretation of displacer beasts. There is a precedent for talking displacer beasts, however. In Fourth Edition, for example, displacer beasts could naturally speak Common.

    If a displacer beast that can speak naturally is deemed inappropriate, then in addition to emoting one's responses to a situation (which can be entertaining on its own), a magical item like the below gem of primal insight can bridge the language gap between a displacer beast and its companions...

Gem of Primal Insight

Wondrous item, common (requires attunement by a creature that cannot speak naturally, such as most animals and monstrosities)
Attuning to this oval, lavender-colored gem causes it to float just in front of your brow, where it remains until you lose your attunement to it or remove it as an action. You can make the gem meld with you (or unmeld it) as a bonus action, rendering it invisible until it is removed. Its other magical abilities cannot be used while melded, however, requiring another bonus action to make the gem visible again.

While the gem remains visible and active, you gain the ability to magically speak by translating your thoughts into words, which can be heard easily by any creatures within 60 feet. You gain the ability to magically speak and understand Common, plus you gain the ability to speak any other languages that you can understand. You can adopt the voice of any creature that you have heard speak for at least a full minute. However, your voice has a slightly odd ebb and flow to it such that you have disadvantage when trying to mimic the person that you "borrowed" your voice from. Upon completion of a long rest, you can choose to borrow another creature's voice in place of the one you are currently using.

Note that being able to speak does not mean that you have an extensive vocabulary, and depending on your Intelligence score you may not be all that precise with your words, with examples given below:

Intelligence Score Speaking Ability
1 Incapable of true logic, able to speak one's own name and a very limited number of other words, such as "food" or "hurt"
2-3 Capable of basic tactical thought. Can speak in short sentences, like "Food, we eat?" and "Don't go! Trapped!"
4-5 Can engage in limited speech, though often still emotes to cover for gaps in vocabulary. "Jakob, you're my friend. I'll get food. Food for us."
6-7 Can speak reasonably well, though tends to only focus on what's in front of them. Limited imagination. "I like you all, we fight better together." "I hear footsteps behind trees-- an ambush!"
8-9 Converses about as well as a native speaker, but sometimes stumbles over a word/phrase or uses it incorrectly. "I don't like this... let's nip it in the buttocks." "If it looks like a duck, quacks like a duck, then... well, it'd make for a pretty nice dinner."
10 or more Vocabulary as nuanced as a native speaker, can hold conversation without difficulty (and with sufficiently high Intelligence, maybe even hold their own better than some)

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Credits

Cover Art by Rudy Siswanto (https://www.artstation.com/crutz)
Page 2 Art by Cayladoodles (https://www.instagram.com/cayladoodles/)
Page 4 Art by Ralph Horsley (http://ralphhorsley.blogspot.com/)
Page 5 Art by Conceptopolis (https://www.deviantart.com/conceptopolis)
Page 6 Art by William O'Connor (http://williamoconnorstudios.blogspot.com/)
Page 8 Art by Anna Pacewicz (https://www.artstation.com/anoroth)
Page 9 Background Art by Justin Peters (https://www.behance.net/jstnptrs)
Page 9 Foreground Art by Javier Charro (https://www.artstation.com/charro)
Page 11 Art by Ferdinand Ladera (https://www.deviantart.com/ferdinandladera)
Back Cover Art by Raymond Swanland (https://raymondswanland.com/dark-fantasy-gallery)
Watercolor stains by Jared Ondricek (https://watercolors.giantsoup.com/xgte/xgte
bottom-left/index.html)

Note: speaking ability based on Intelligence score was largely informed by this post by u/TheRapkin: https://www.reddit.com/r/dndnext/comments/ 81cras/dd_ability_score_ranges_described

May Your

Sidekick

Thrive in Battle

Creature Cohorts were created by me, Mister_Thr33, and were inspired by Tasha's Cauldron of Everything as well as the 3rd Edition supplement Savage Species

'Creature Cohorts' is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Special thanks to the r/unearthedarcana and r/dndhomebrew subreddits for their input and inspiration

No monstrosities were mistaken for cats during the creation of this document

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