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With all the options out there a familiar can be hard to choose. This book will help you
decide what creature will fit your character best.
Find Familiar
Warlocks
Warlocks have access to an imp, pseudodragon, and quasit which have been included in this document.
Volo's Guide to monsters added cranium rat, crawling claw, and gazer to the list. These have been added to the last page of the
document. Refernce page: 213.
Disclaimer
I do not own any of the material in this document. The purpose of this document is to make it easier to find relevant infomation on
the familiars you can use within the game. All information in this book is taken from the official Monster's Manual.
Bat
Crab
Armor Class 12
Hit Points 1 (1d4-1)
Speed 5ft., fly 30 ft
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
4 (-3)
2 (-4)
11 (0)
10 (0)
1 (-5)
8 (-1)
2 (-4)
Skills Stealth +2
Senses blindsight 30ft., passive Perception 9
Languages None
Challenge 0 (10 XP)
Actions
Frog
Cat
Armor Class 11
Hit Points 1 (1d4-1)
Speed 20ft., swim 20 ft.
STR
DEX
CON
INT
WIS
CHA
Actions
Claws. Melee Weapon Attack: +0 to hit, reach 5ft.,
one target. Hit 1 slashing damage.
STR
DEX
CON
INT
WIS
CHA
1 (-5)
13 (+1)
8 (-1)
1 (-5)
8 (-1)
3 (-4)
Hawk (Falcon)
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4-1)
Speed 10 ft., fly 60 ft
STR
DEX
CON
INT
WIS
CHA
6 (-2)
Skills Perception +4
Senses passive Perception 14
Languages None
Challenge 0 (10 XP)
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5ft.,
one target. Hit 1 slashing damage.
Imp
STR
DEX
CON
INT
WIS
CHA
Actions
Sting (Bite in beast form). Melee Weapon Attack: +5
to hit, reach 5ft., one target. Hit 5 (1d4 +3) piercing
damage, and the target must make on a DC 11
Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on
a successful one.
Invisibility The imp turns invisible until its attacks or
until its concentration ends. Anything the invisible
imp is carrying or wearing is invisible as long as it
remains in contact with the imp.
Owl
Poisonous Snake
Armor Class 11
Hit Points 1 (1d4-1)
Speed 5 ft., fly 60 ft
STR
DEX
Armor Class 13
Hit Points 2 (1d4)
Speed 30ft., swim 30 ft.
CON
INT
WIS
CHA
7 (-1)
STR
DEX
2 (-4) 16 (+3)
CON
INT
WIS
CHA
3 (-4)
Actions
Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5ft.,
one target. Hit 1 slashing damage.
Pseudodragon
STR
DEX
CON
INT
WIS
CHA
Actions
Bite. Mellee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 +2) piercing damage.
Sting. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 4 (1d4 +2) piercing damage, and the target
must make on a DC 11 Constitution saving throw, or
become poisoned for 1 hour. If its saing throw result is
6 or lower, the target falls unconscious for the same
duration, or until it takes damage or another creature
uses an action to wake it.
Quasit
STR
DEX
CON
INT
WIS
CHA
5 (-3)
17 (+3)
10 (0)
7 (-2)
10 (0)
10 (0)
Skills Stealth +5
Damage Resistances cold, fire, lighting; bludgeoning,
piercing, and slashing from nonmagical weapons.
Damage immunities poison
Condition immunties poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Actions
Claws (Bite in beast form). Melee Weapon Attack: +4 to
hit, reach 5ft., one target. Hit 5 (1d4 +3) piercing
damage, and the target must make on a DC 10
Constitution saving throw or taking 5 (2d4) poison
damage and become poisoned for 1 minute. The
creature can repeat the saving throw at the end of each
of its turns, ending the effect early on a success.
Scare (1/day) One creature on the quasit's choice
within 20 feet 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 early on a success.
Invisibility The quasit turns invisible until its attacks or
uses Scare, or until its concentration ends. Anything
the invisible quasit is carrying or wearing is invisible as
long as it remains in contact with the quasit.
Quipper (Fish)
Rat
Armor Class 13
Hit Points 1 (1d4-1)
Speed 0ft., swim 40 ft.
Armor Class 10
Hit Points 1 (1d4-1)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
2 (-4)
16 (+3)
9 (-1)
1 (-5)
7 (-2)
2 (-4)
2 (-4)
11 (0)
9 (-1)
2 (-4)
10 (0)
4 (-3)
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5ft.,
one target. Hit 1 piercing damage.
Raven
Spider
Armor Class 12
Hit Points 1 (1d4-1)
Speed 10 ft., fly 50 ft
Armor Class 12
Hit Points 1 (1d4-1)
Speed 20ft., climb 20 ft.
STR
DEX
CON
INT
CHA
STR
DEX
6 (-2)
2 (-4)
14 (+2)
WIS
CON
INT
8 (-1) 1 (-5)
WIS
CHA
10 (0)
2 (-4)
Skills Perception +3
Senses passive Perception 13
Languages None
Challenge 0 (10 XP)
Skills Stealth +4
Senses darkvision 30ft., passive Perception 10
Languages None
Challenge 0 (10 XP)
Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 1 piercing damage.
Sea Horse
Tiny beast, unaligned
Armor Class 11
Hit Points 1 (1d4-1)
Speed 0ft., swim 20 ft.
STR
DEX
1 (-5)
12 (+1)
CON
Weasel
8 (-1) 1 (-5)
WIS
CHA
10 (0)
2 (-4)
Armor Class 13
Hit Points 1 (1d4-1)
Speed 30ft.
STR
DEX
CON
INT
WIS
CHA
3 (-4)
Skills Stealth +4
Senses darkvision 30ft., passive Perception 10
Languages None
Challenge 0 (10 XP)
Cranium Rat
Crawling Claw
Armor Class 12
Hit Points 2 (2d4)
Speed 30ft.
Armor Class 12
Hit Points 2 (1d4)
Speed 20 ft. climb 20 ft.
STR
DEX
2 (-4) 14 (+2)
CON
INT
WIS
CHA
8 (-1)
Skills Stealth +4
Senses darkvision 30ft., passive Perception 10
Languages telepathy 30 ft.
Challenge 0 (10 XP)
Gazer
STR
DEX
CON
INT
WIS
CHA
Actions
Armor Class 13
Hit Points 13 (3d4 + 6)
Speed 0 ft., fly 30 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
3 (-4)
17 (+3)
14 (+2)
3 (-4)
10 (0)
7 (-2)