

* warlock (Undying+Chain): crawling claw or vargouille * warlock (GOO+Chain): cranium rat or gazer

* warlock (Fey+Chain): boggle, faerie dragon, pixie or quickling You have to decide when it is fair / makes sense for a character to have one of these rare familiars. * In practice, a DM should treat these familiars like magic items, for both PCs and NPCs. * With such variants from the MM and the MM-like section of Volo's, the RAI is "NPCs only". Lizard not muchowl keen hearing and smell, flyby attacks, darkvision 120ft Willowisp DC10 Con save or die, incorporeal 50ft fly, shock, invisibilityīadger burrow speed, keen smell, darkvisionįlying Snake fly and swim speeds, 10ft blidnsight, no AoO for moving out of reach Sprite knows targets emotions, invisibility Slaad Tadpole magic resist, 2d12 hours later becomes a blue/green slaad, start the slaadocalypse Pseudodragon keen senses, magic resist, telepathy, poison sting Pixie magic resist, druidcraft at will, 1/day Polymorph, entangle, dispel magic, detect evil, fly, detect thoughts and others, superior invis Intellect devourer detect sentience, telepathy, body thief and devour intellect Dc11 BFC 5ft breath, Superior Invis, Magic Resistįlameskull spellcasting, fire/cold/poison immunity, resistances also, immune to many status effects, 2x fire rays/turn, cannot be killed

Vargouille fly 40ft, can create a "Vagouille-pocalypse" on low tier enemies (DC12 Kiss), DC12 Frighten +Stun Shriek (also effects allies)įaerie Dragon Gains Spells as Age Category increases Reds have Mage Hand and Minor Illusion 1/day, up to Violet which gain Polymorph, Hallucinatory Terrain, Mirror Image all 1/day also.

Quickling all attacks made vs quickling are at disadvantage, evasion, 3 dagger attscks, 120ft speed, darkvision, speaks common. Neogi Hatchling advantage vs Charm, Frighten, and immune to magic sleep, spider climb, poison bite attack Velociraptor gains advantage on attack rolls when allied creature within 5ft of enemy, 2 attacks+multiattack Beholder Gazer 2 random DC12 60ft eye rays/turn Charm (1 turn duration, half speed and disadvantage on attacks), Frighten, 3d6 Cold damage, Telekinetic (30ft push back, medium or smaller) very humourous/nuisance RP interactionsĬranium Rat immune to telepathy, small light source
