Witch’s Familiars
Sorcerers, wizards, warlocks, and most of all witches, are inseparable from their familiars. Their second set of eyes and willing set of claws makes them indispensable for any good spellcaster. While many spellcasters opt to summon inconspicuous familiars, like cats, frogs, and owls, even more gather their focus while conjuring to bring forth creatures from the farthest reaches of the multiverse or to bestow sentience on an inanimate object.
At 2nd level, witches can choose the following forms for their familiars, in addition to the normal forms: homunculus, pet rock,* pseudodragon, and sprite
At 7th level, witches can also choose the following forms for their familiars: brass dragon wyrmling (can’t use its breath weapon), fright,* grep,* imp, or quasit. New familiars can be found below.
Fright
Hauntings can often be attributed to the usual spectral suspects: ghosts, specters, shadows, and poltergeists. But benign hauntings, where a restless spirit merely plays tricks on the living, are usually caused by a fright. These spirits tend to be the artifacts of children or entertainers, clinging to the afterlife for company and a semblance of affection, and are as such preoccupied with fun. They never willingly harm others when they haunt a house, and they will serve any master that conjures them, if only for the sake of inclusion.
Fright
Small Undead, Typically Chaotic Neutral
Armor Class 12
Hit Points 21 (6d6)
Speed 0 ft., fly 40 ft. (hover)
STR 1 (-5) DEX 14 (+2) CON 10 (+0)
INT 10 (+0) WIS 9 (-1) CHA 14 (+2)
Damage Vulnerabilities fire
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages —
Challenge 1 (200XP)
Incorporeal Movement The fright can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Life Drain Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Grep
A grep is an underground scavenger, known for using its keen vision, acute hearing, and silent flight to trick and steal from travelers, hoarding its possessions in well-hidden troves. Arcanists use greps as messengers and scouts, but they excel as retrievers; a grep can be given the name of an important object and sent to find it, returning a short time later with its prize.
Grep
Tiny Monstrosity, Typically Neutral
Armor Class 15(natural armor)
Hit Points 19 (6d4 +4)
Speed 15 ft., fly 50 ft.
STR 3 (-4) DEX 18 (+4) CON 13 (+1)
INT 13 (+1) WIS 15 (+2) CHA 10 (+0)
Skills Perception +4, Sleight of Hand +6, Stealth +6
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Common and Undercommon but can’t speak
Challenge 1 (200XP)
Ambusher. The grep has advantage on attack rolls against any creature it has surprised.
Keen Hearing and Smell. The grep has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Mimicry. The grep can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.
Pet Rock
Widely considered to be the perfect familiar, requiring no food or water and possessing extremely high natural defenses, a pet rock can be conjured by most spellcasters. Though it doesn’t act with any agility (indeed, it doesn’t move at all), it can make a formidable weapon when thrown.
Pet Rock
Tiny Elemental, Unaligned
Armor Class 15 (natural armor)
Hit Points 5 (1d4 + 3)
Speed 0 ft.
STR 1 (-5)DEX 1(-5)CON 16 (+3)
INT 1 (-5) WIS 5 (-3) CHA 1 (-5)
Damage Vulnerability thunder
Damage Resistances fire, lightning, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, unconscious
Senses passive perception 7
Languages —
Challenge 0 (10XP)
False Appearance. The pet rock is indistinguishable from an ordinary rock with a face drawn on it.
Just a Rock. The pet rock counts as an object for the purposes of spells and magical effects. Additionally, the rock can’t take actions that aren’t specified in its statistics, and its speed can’t be increased.
Can the Pet rock be used with the empathic link and touch spell parts of find familiar? Been trying to find some way to use this fun little guy.
I’m going to give it a secret ability that it can be imbedded in an inanimate object to let it take control of that and by extension the witch – once per day, like a table or a suit of armour or gargoyle. Maybe a weapon that can flop about and do damage that if you cast fly on can move and attack. This is limited by size of the object depending on the rock’s size, and is short period of time. Something like that I think could be fun.