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  1. - Top - End - #1
    Pixie in the Playground
    Join Date
    Dec 2014
    Gender
    Female

    Default Warlock Great Old One Pact Familiars

    I was disappointed that the Great Old One didn't receive any themed familiars, so I made some of my own. I'm relatively new to D&D, what do you think of them?

    Piper Flumph
    Tiny aberration, chaotic neutral

    Armor Class 13 (natural armor)
    Hit Points 7 (3d4)
    Speed 20 ft., fly 40 ft.

    STR 6 (-2)
    DEX 15 (+2)
    CON 10 (+0)
    INT 14 (+2)
    WIS 14 (+2)
    CHA 11 (+0)

    Skills Arcana +4, History +4, Religion +4, Stealth +5
    Damage Resistances acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons
    Damage Immunities psychic
    Condition Immunities charmed
    Senses darkvision 60 ft., Passive Perception 12
    Languages understands Deep Speech but can’t speak, telepathy 60 ft.
    Challenge 1 (200 XP)

    Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.

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

    Strange Senses. Magical darkness doesn’t impede the flumph’s darkvision.

    Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

    Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

    Actions
    Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

    Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

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

    Variant: Piper Flumph Familiar
    Some piper flumphs are willing to serve spellcasters as a familiar. Such flumphs have the following trait.
    Familiar. The flumph can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the flumph senses as long as they are within 1 mile of each other. While the flumph is within 10 feet of its companion, the companion shares the flumph’s Magic Resistance trait. At any time and for any reason, the flumph can end its service as a familiar, ending the telepathic bond.

    Lesser Gibbering Mouther
    Tiny aberration (shapechanger), unaligned

    Armor Class 13 (natural armor)
    Hit Points 7 (3d4)
    Speed 10 ft., swim 10 ft.


    STR 10 (+0)
    DEX 8 (-1)
    CON 16 (+3)
    INT 3 (-4)
    WIS 10 (+0)
    CHA 6 (-2)

    Skills Stealth +5
    Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
    Damage Immunities psychic
    Condition Immunities blinded, charmed, prone
    Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 10
    Languages understands Deep Speech but can’t speak it
    Challenge 1 (200 XP)

    Shapechanger. The mouther can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30ft.), an owl (5 ft., fly 60 ft.), or an octopus (5 ft., swim 30ft.), 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.

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

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

    Strange Senses. Magical darkness doesn’t impede the mouther’s darkvision.

    Actions
    Slam (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

    Variant: Lesser Gibbering Mouther Familiar
    Some lesser gibbering mouthers are willing to serve spellcasters as a familiar. Such mouthers have the following trait.
    Familiar. The mouther can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the mouther senses as long as they are within 1 mile of each other. While the mouther is within 10 feet of its companion, the companion shares the mouther’s Magic Resistance trait. At any time and for any reason, the mouther can end its service as a familiar, ending the telepathic bond.
    Last edited by Thenidiel; 2014-12-02 at 06:36 PM.

  2. - Top - End - #2
    Dwarf in the Playground
     
    AssassinGuy

    Join Date
    Nov 2014

    Default Re: Warlock Great Old One Pact Familiars

    Quote Originally Posted by Thenidiel View Post
    I was disappointed that the Great Old One didn't receive any themed familiars, so I made some of my own. I'm relatively new to D&D, what do you think of them?

    Piper Flumph
    Tiny aberration, chaotic neutral

    Armor Class 13 (natural armor)
    Hit Points 7 (3d4)
    Speed 20 ft., fly 40 ft.

    STR 6 (-2)
    DEX 15 (+2)
    CON 10 (+0)
    INT 14 (+2)
    WIS 14 (+2)
    CHA 11 (+0)

    Skills Arcana +4, History +4, Religion +4, Stealth +5
    Damage Resistances acid, poison; bludgeoning, piercing, and slashing from nonmagical weapons
    Damage Immunities psychic
    Condition Immunities charmed
    Senses darkvision 60 ft., Passive Perception 12
    Languages understands Deep Speech but can’t speak, telepathy 60 ft.
    Challenge 1 (200 XP)

    Advanced Telepathy. The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can’t be surprised by creatures with any form of telepathy.

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

    Strange Senses. Magical darkness doesn’t impede the flumph’s darkvision.

    Prone Deficiency. If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

    Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.

    Actions
    Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.

    Stench Spray (1/Day). Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.

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

    Variant: Piper Flumph Familiar
    Some piper flumphs are willing to serve spellcasters as a familiar. Such flumphs have the following trait.
    Familiar. The flumph can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the flumph senses as long as they are within 1 mile of each other. While the flumph is within 10 feet of its companion, the companion shares the flumph’s Magic Resistance trait. At any time and for any reason, the flumph can end its service as a familiar, ending the telepathic bond.

    Lesser Gibbering Mouther
    Tiny aberration (shapechanger), unaligned

    Armor Class 13 (natural armor)
    Hit Points 7 (3d4)
    Speed 10 ft., swim 10 ft.


    STR 10 (+0)
    DEX 8 (-1)
    CON 16 (+3)
    INT 3 (-4)
    WIS 10 (+0)
    CHA 6 (-2)

    Skills Stealth +5
    Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
    Damage Immunities psychic
    Condition Immunities blinded, charmed, prone
    Senses blindsight 10 ft., darkvision 60 ft., Passive Perception 10
    Languages understands Deep Speech but can’t speak it
    Challenge 1 (200 XP)

    Shapechanger. The mouther can use its action to polymorph into a beast form that resembles a cat (speed 40 ft., climb 30ft.), an owl (5 ft., fly 60 ft.), or an octopus (5 ft., swim 30ft.), 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.

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

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

    Strange Senses. Magical darkness doesn’t impede the mouther’s darkvision.

    Actions
    Slam (Bite in Beast Form). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can’t make such an attack.

    Variant: Lesser Gibbering Mouther Familiar
    Some lesser gibbering mouthers are willing to serve spellcasters as a familiar. Such mouthers have the following trait.
    Familiar. The mouther can serve another creature as a familiar, forming a psionic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the mouther senses as long as they are within 1 mile of each other. While the mouther is within 10 feet of its companion, the companion shares the mouther’s Magic Resistance trait. At any time and for any reason, the mouther can end its service as a familiar, ending the telepathic bond.
    I want Morph from Treasure Planet as my Great Old One familiar.


  3. - Top - End - #3
    Titan in the Playground
     
    Bhu's Avatar

    Join Date
    Mar 2008
    Location
    Hell itself (Ohio)
    Gender
    Male

    Default Re: Warlock Great Old One Pact Familiars

    I like the idea behind this! The world needs more abberant familiars.
    Revised avatar by Trixie, New avvie by Crisis21!
    Mah Fluffy Death Critters
    Orcs and Goblins
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    Backup threads available here

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