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 A cackling female witch, her white hair in a single waist-length braid, brandishes a gnarled wooden staff bedecked in leaves. Her patched purple and brown coat holds vials of potions and a beaded belt. A glowing ribbon of purple energy spills from her hand and surrounds her.

Get all 17 familiars in the Complete Witch!

Witch accessory

Familiars

The idea of a Witch is inseparable from that of their familiar. The fluidity and ease by which they command a summoned companion makes it almost an  extension of the Witch’s self; a second set of eyes and a willing set of claws for any dangerous situation. And while many Witches opt to summon inconspicuous familiars, like Cats, Frogs, and Owls, many more conjure creatures from the furthest reaches of the multiverse or to bestow sentience upon inanimate objects.

Fright

Hauntings can usually be attributed to the usual spectral suspects: ghosts, specters, shadows, and poltergeists. But benign hauntings, where the restless spirit merely plays tricks on the living, is usually caused by a fright. These spirits are usually 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 will serve any master that conjures them, if only for the sake of inclusion.

Fright

Small Undead, Chaotic Evil

AC 14
Initiative +2 (12)
HP
21 (6d6)
Speed 0 ft., Fly 30 ft. (hover)
  MOD SAVE   MOD SAVE   MOD SAVE
STR 1 −5 −5 DEX 14 +2 +2 CON 10 +0 +0
INT 10 +0 +0 WIS 9 −1 −1 CHA 15 +2 +2
Resistances Acid, Cold, Fire, Lightning, Necrotic, Thunder
Immunities Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone,  Restrained, Unconscious
Senses Darkvision 60 ft., Passive Perception 9
Languages Common plus one other language
CR 1 (XP 200; PB +2)
Traits

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 Attack Roll: +4, reach 5 ft. Hit: 9 (2d8) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

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, Neutral

AC 14
Initiative +4 (14)
HP
21 (6d4 + 6)
Speed 15 ft., Fly 50 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 3 −4 −4 DEX 18 +4 +4 CON 13 +1 +1
INT 13 +1 +1 WIS 15 +2 +2 CHA 10 +0 +0
Skills Perception +4, Sleight of Hand +6, Stealth +6
Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Common but can’t speak
CR 1 (XP 200; PB +2)
Traits

Mimicry. The grep can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.

Actions

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 7 (1d6 + 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 does not act with any agility (indeed, it does not move at all), it can make a formidable weapon when thrown.

Pet Rock

Tiny Elemental, Unaligned

AC 15
Initiative −5 (5)
HP
5 (1d4 +3)
Speed 0 ft.
  MOD SAVE   MOD SAVE   MOD SAVE
STR 1 −5 −5 DEX 1 −5 −5 CON 16 +3 +3
INT 1 −5 −5 WIS 5 −3 −3 CHA 1 −5 −5
Resistances Bludgeoning, Piercing, Slashing; Fire, Lightning, Radiant
Immunities Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone, Unconscious
Senses Passive Perception 7
Languages Understands all but can’t speak
CR 0 (XP 0; PB +2)
Traits

Just a Rock. The rock counts as an object. Additionally, it can’t take actions and its Speed can’t be increased.


Get all 17 familiars in the Complete Witch

Or check out more innovative base classes in Valda’s Spire of Secrets!

 

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