Find familiar | A cast of strange familiars | Familiars with a special use | Getting familiar | A wizard's best friend |
- | - | - | - | Dragon |
A cast
of strange familiars
M-U's
best friend comes in many shapes and sizes
by Stephen Inniss
Movement and damage | Sensory abilities | Familiar descriptions | Adding new familiars | Encumbrance |
Raining cats and coatis: falling damage | Intelligence and death | - | - | Familiars |
Experienced gamers usually
regard +additions+
to a game's rules
with suspicion ?
and rightly so. Such additions
often make
play more complicated and
timeconsuming,
instead of improving the
experience
or making it more enjoyable.
Those
who have tinkered with the
AD&DTM
combat
system can attest to this
problem: Vexing
new details start to bog
down the game. At
best, players wonder what
happened to the
adventure. At worst, they
forget what the
adventure was. But fortunately
for meddlers,
there are some parts of
the AD&D
game system that can be
improved with a
relatively small investment
of time.
One such part is the 1st
level magic-user
spell find familiar. The
results of this spell
can be very important, and
once determined,
they are frequently referred
to.
Because find familiar is
usually CAST very
infrequently (sometimes
only once per
magic-user), a more detailed
version can
offer a real improvement
without detracting
from the adventure. Expansion
and modification
of this spell has merit
in its own
right, and ? as is often
the case in complex
constructions like the AD&D
game ? the
new information can enhance
other parts of
the game, too.
Like most fantasy role-playing
material,
the find familiar spell
has its roots outside of
the game system. Familiars
played an important
role in the wizardry of
folklore,
serving as sorcerer's helpers,
or advising
people with strange talents.
Though some
familiars were invisible,
most were, or took
the shape of, small animals.
In Europe,
particularly in England,
belief in familiars
was common. The familiar
was attributed
to witches, thereby earning
an evil reputation.
Elsewhere, the view of familiars
was
less negative. Siberian
shamans, for example,
were said to employ familiars
as guards
and guides to the spirit
world.
Not only folklore has influenced
the
game; familiars are popular
in fantasy
literature as well. In recent
works, one need
only think of the mage Ged?s
otak (little
monkeylike creature) in
Ursula K.
LeGuin?s A Wizard
of Earthsea, or the
unpleasant companion in
Fritz Leiber?s
short story ?Ill Met
in Lankhmar.
But if folklore &&
fantasy literature
inspired the find familiar
spell, then they
didn?t provide enough inspiration.
Rules
for the spell are incomplete
and unbalanced.
They are incomplete in that
the possibilities
for normal animal familiars
are restricted to
a few European creatures
without even
encompassing the folk beliefs
of that continent.
It seems to be assumed that
a familiar
will be summoned near human
habitation
(where else are black
cats found?) and in a
temperate climate with Old
World fauna.
But what if a magick-user
summons a familiar
in a tropical rain forest,
on a small island,
or in the arctic? The unimaginative
response would be to restrict
or eliminate
the chance of success. But
this seems dull
when there might be so many
other possibilities.
A number of real-world animals
would
make good familiars in an
AD&D
setting,
and many of these beasts
were once actually
believed to serve as familiars.
The menagerie described
below expands
and modifies the group of
official AD&D
familiars. You may want
to make further
changes for your campaign,
but before you
use or alter this material,
you should understand
how the animals below were
chosen.
Subjects taken into account
include: armor
class and hit points, size
and combat prowess,
adaptability, appearance
and reputation,
and commonness.
Creatures that deviate sharply
from the
standard familiar's AC of
7 and the
standard hit point range
of 2-4 (the statistics
given with the spell) have
been eliminated
from the selection below.
Some flexibility
regarding these statistics
is necessary, however.
As the spell stands, a lowly
toad familiar
becomes harder to hit than
many
humans, and just as powerful
as a hawk
familiar. We can ?justify?
this increase in
power by assuming the toad
gained more
ability when it became a
familiar. A change
for the better is acceptable.
A change for the
worse, however, seems unlikely.
No animal
should become weaker as
a familiar than it
was as a normal animal.
The cat, for instance,
now has stats
in MMII which give it a better armor class
than 7. Since it is unlikely
that only crippled,
deficient felines respond
to the find
familiar spell, the cat
— and other animals
like it ? does not take
a cut in AC when it
becomes a familiar. An effort
has been
made, however, to not stretch
the original
spell beyond reason, so
nothing smaller
than a toad or more powerful
than a cat has
been allowed. After all,
find familiar is only
a first level spell.
Restricting armor class
ratings becomes
easier when one accepts
that familiars are
by nature small animals.
In the AD&D
game, familiars should be
no bigger or
heavier than a very large
cat (16 pounds
maximum). There are a number
of good
reasons for this. Most,
if not all, traditional
familiars are small, and
so are all of the
official familiars. Small
size is useful to a
creature that serves as
a guard, scout, and
spy
(as described in the PH).
Small animals are more easily
concealed in
dangerous situations, and
they?re easier to
carry if incapacitated;
this becomes increasingly
important as their masters
rise in
level, meeting greater hazards.
Small size may disappoint
the sorcerer in
search of brawn, but familiars
aren?t meant
to be bodyguards. None of
the normal
familiars should be more
lethal in combat
than, say, a hawk. Certainly,
venomous
animals are inadmissible.
The already great
range in offensive capability
within the
group should not be increased.
In any case,
a physically powerful companion
that serves
as a magic-user?s bodyguard
would be
redundant. Fighters
are already a well
established part of the
game.
Though they needn't be combat-hardy,
familiars should be otherwise
adaptable and
robust. Without excessive
protection and
preparation, familiars should
be able to go
wherever adventurers go:
through arctic
snowfields, on board ships,
across tropic
deserts, and into deep,
dark caverns. They
should be able to survive
on simple, prepared
rations, or be able to forage
for themselves
in most places. In general,
their
requirements should be rather
similar to
those of humans.
The familiar?s existence
shouldn?t be dependent on
maintaining wet
skin, for instance, or on
anything else
equally unreasonable.
Perhaps the most important
consideration
in choosing a new familiar
is its appearance
and reputation. A creature
that sometimes
serves as a companion of
wizards in fable or
fantasy is usually fit for
that role in the
AD&D
game. Failing a reputation as a
familiar, the animal should
look like it
might be found in the company
of magicusers.
It should be arcane, unusual,
and
mysterious, or have a bad
or uncertain
reputation (deserved or
not), just as magic
does. Nocturnal or darkly
colored animals.
are ideal.
Lastly, animals that are
very rare or not
well known are not included.
Besides requiring
excess explanation, many
rare
animals resemble more common
species, so
they would simply lengthen
an already
extensive catalog. Any name
given here
appears in an ordinary dictionary.
The table on the next page
can be used
for random determination
of familiars ?
just roll 2d20 when the
spell is cast successfully.
(The official
spell has a 25% failure
rate, expressed as ?no familiar
in range,? so
check for this failure first.)
If a familiar
inappropriate to the locale
is rolled, check
the creature descriptions
that follow to see
if another version of the
animal would be
present. Otherwise, just
roll repeatedly until
something appropriate is
summoned. Each
table entry includes the
following information:
The required dice roll or
range of
numbers to summon that creature;
the
name of the creature; its
movement rate
and damage/attack figures;
its special sensory
powers; and its armor class,
if that
figure deviates from the
standard AC of 7.
Movement
and damage
The movement rates and damage
values
in the table were developed
with an eye
toward conformity with the
AD&D
system
rather than with the real
world. Reducing
an animal?s movement rate
to a single
number inevitably involves
judgment, since
sprints and endurance are
not taken into
account. Determining damage
per attack is
likewise subjective, so
the given values need
a word of explanation.
The amount of damage done
by a small
animal ?s attack creates
a problem. On one
hand, even the smallest
teeth or claws
should undeniably cause
some damage, and
the AD&D
world is one in which halflings
can cut down storm giants.
On the other
hand, it is hard to imagine
an animal as
small as a weasel seriously
harming a human.
The combat system is scaled
to human
sizes, so that one point
of damage is
considerable. Many ordinary
humans have
only one hit point between
themselves and
death. There are a number
of ways in
which the damage done by
small animals
could be realistically quantified
in the
AD&D
game; unfortunately, they all involve
an increase in complexity
that defeats
the purpose of a system
designed more for
ease of play than realism.
Critical hits,
fractions of hit points,
damage varying with
the size of the opponent
? all of these are
unacceptable, so when damage
occurs, the
minimum amount is one hit
point.
Giving a small animal the
ability to inflict
even one hit point of damage
can lead to all
sorts of absurdities. In
TSR?s module S4,
The Lost Caverns of Tsojcanth,
ordinary
bats can bite for a single
point of damage.
Since most bats weigh less
than a pound,
and their teeth measure
a fraction of an
inch, these ?super-bats?
hardly approximate
reality. If such ordinary
(but dangerous)
creatures commonly exist
in the
AD&D
world, one can?t help wondering
how an ordinary peasant
survives. Statistics
in the table above make
familiars a good
deal more dangerous than
their real-world
equivalents. This can be
explained by the
familiars? abnormal intelligence,
and their
ability to attack with greater
ferocity and
cunning than ordinary animals
of their
type. Less exceptional animals
should not
inflict this much damage;
for ordinary
animals, scale the damage
down by 1 point.
Otherwise, clerics or druids
who can conjure
or summon animals will be
too powerful.
I recommend the unmodified
values,
however, for animals that
are extraordinary
? the results of a reincarnate
spell, for
instance, or of a druid?s
shape-changing
By necessity, a large gap
in attack power
exists between those animals
that inflict a
point of damage and those
unable to do
even that (with damage figures
of ?nil?).
The gap can be narrowed
if the DM considers
that an attack might not
be entirely
without effect in game
terms, even if it does
no ?damage.? With their
abnormal intelligence,
familiars could probably
choose
tender spots for their attacks,
like noses,
fingertips, and eyes. Such
a hit would certainly
disrupt spell casting and
even hinder
fighters (-1 to hit) unless
they take some
action to remove the annoyance.
Those who
try to ignore a small animal?s
attack risk
being tripped up, blinded,
or thrown off
balance. An opponent will
find it difficult to
concentrate even on physical
activity with a
rabbit hanging onto his
thumb by its teeth,
or an owl flapping in his
face. However,
animals that cause no ?damage?
cannot
slay even a helpless opponent
unless ample
time is available. A hawk
might kill a sleeping
orc, but a hare couldn?t
do significant
damage before its victim
awoke.
Sensory
abilities
These powers are not quantified
in the
AD&D
rules, but for the sake of comparison
some attempt is made to
do so here, since
the magic-user receives
sensory information
from his or her familiar.
These notes should
also be useful if a druid
chooses to shapechange
into one of these forms
to pick up
extra information.
Hearing is described as
either good (significantly
better than human)
or superior
(the kind of hearing that
locates the slightest
sound at 50 paces). The
ratings are a generalization,
taking into account sensitivity,
audible frequency range,
and ability to
locate direction. Animals
with good hearing
have a 10 to 20 percent better
chance of
locating invisible or hidden
creatures (based
on hearing alone, when it
applies) than
creatures with normal hearing
? depending,
of course, on conditions.
Those with
superior hearing will be
about twice as
good.
Animals with olfactory (smelling)
abilities
above the human
norm should have the
same improved chances of
noting hidden
enemies as those with good
hearing, depending
on circumstances and on
how good
they are at identifying
scents. In addition,
those with a good sense
of smell can track
about half as well as a
ranger. Those with
superior capability can
track equally as well
as a ranger. The conditions
under which
tracking is possible, and
any information
gained by tracking, will
of course differ for
familiars and rangers, according
to their
physical and mental capabilities.
Visual ability involves
several different
aspects. All animals generally
have wider
fields of vision than humans,
but where this
is especially so it has
been noted. Such
animals should be harder
to sneak up on,
negating surprise in some
situations. Color
vision is present only in
diurnal animals,
and as a general rule, diurnal
animals that
are active only in dim light
do not see color
well, if at all. Animals
that see well in poor
light also tend to have
poor acuity, since
sharpness of vision and
sensitivity to light
are opposed to one another.
This means
that animals with sharp
vision will have
poorer-than-human night
sight. In addition,
animals with night vision
will not see as
clearly as a human in good
light. Those
animals with night vision
can see either one
(good) or two (superior)
classes better than
human on the following scale:
daylight,
twilight, full moon, half
moon, starlight,
and cloudy with no moon.
By this rough
measure, an owl (superior)
sees as clearly
under a full moon as a human
does by day.
Remember that there must
be at least some
light for night vision to
be effective.
If any of an animal?s sensory
capabilities
are not mentioned in the
table, it is safe to
assume that the creature
in question has a
performance poorer or no
better a human?s
in that area.
Familiar descriptions
Many of the animals named
in the table
represent a broad group.
Even if you have
knowledge of the animal
that?s listed, you
should check the description
to see what
other animals may be included.
Thirty-four familiars to find <(roll 2d20)>
2 | Bat,
large: 1?/18?; 1 pt.; superior
hearing and night vision; 50% have echolocation. |
3 | Bat,
small: 1?/24?; 1 pt.; superior
hearing, good night vision, echolocation. AC 4 in prime flying conditions (see text). |
4-5 | Cat,
domestic: 12?; 1-2 / 1 (rear
claws 1-2); superior night vision, good hearing and olfactory senses. AC 6. |
6-7 | Cat,
wild: 18?; 1-2 / 1-2 / 1-2 (rear
claws 1-2 / 1-2); same as domestic cat. AC 5. |
8 | Civet:
12?; 1-2; same as domestic
cat. AC 6. |
9 | Coati:
12?; 1-2; superior olfactory
senses, good hearing and night vision. AC 6. |
10 | Cock:
6?/15?; nil; wide angle
vision. |
11-12 | Crow:
1?/36?; 1 pt.; sharp, wideangle
color vision. |
13 | Dog:
15?; 1-3; good night vision,
olfactory, and hearing. |
14 | Fisher:
9?; 1-2; superior olfactory,
good hearing & night vision. AC 6. |
15 | Fox:
18?; 1-2; superior olfactory &
hearing, good night vision. AC 5. |
16 | Gull:
6?/24?//12?; 1 pt.; sharp,
wide-angle color vision. |
17 | Hare:
21?; nil; good wide-angle
night vision, good hearing and olfactory. |
18 | Hawk,
large: 1?/33?; 1-2 / 1-2 / 1;
very sharp vision. AC 6. |
19 | Hawk,
medium: 1 ?/35?; / 1 / 1;
very sharp vision. AC 5. |
20 | Hawk,
small: 1 ?/36 ; 1 / 1 / 1; very
sharp vision. AC 5. |
21 | Kinkajou:
6?; 1-2/1-2; superior
night vision, good hearing and olfactory. |
22 | Lizard, large: 6"; 1 pt; wide-angle vision. |
23 | Lizard, small: 3"; nil; wide-angle vision. |
24 | Monkey,
large: 12?; 1 pt.; sharp
color vision. |
25 | Monkey,
small: 9?; 1 pt.; sharp
color vision. |
26 | Otter:
6 ?1//8?; 1-2; superior underwater
and night vision, good olfactory. |
27 | Owl,
large: 1?/18?; 1-2 / 1-2; superior
hearing and night vision. |
28 | Owl,
medium: 1?/18?; 1/1; superior
hearing and night vision. |
29 | Owl,
small: 1?/18?; nil; superior
hearing and night vision. |
30 | Parrot:
1?/18?; nil; wide-angle color
vision. |
31 | Raccoon:
9?; 1-2; good night
vision, hearing, and olfactory. |
32 | Rat:
15?; 1 pt.; superior olfactory,
good wide-angle night vision, good hearing. |
33 | Raven:
1?/27?; 1-2; sharp wideangle
color vision. AC 6. |
34 | Skunk:
12?; 1 pt.; good night
vision, hearing, & olfactory. |
35 | Snake:
9?; 1 pt.; wide-angle vision,
good hearing. |
36 | Squirrel:
12"; 1 pt.; sharp wideangle
vision, good hearing. |
37 | Toad:
3?; nil; good wide-angle night
vision. |
38 | Weasel:
15?; 1 pt.; superior olfactory,
good hearing and night vision. AC 6. |
39-40 | Special, as per spell description. |
This can be solved by rolling a d4 to determine
the tens column and then rolling a d10 for the
ones column. This will give you a purely random
result between 1 and 40.
Kevin Hasker
Huntington, Ind.
(Dragon #85)
I like it when people not only point out a
mistake but also offer a solution for the problem;
it saves me the trouble of thinking it up and
writing it out. Thanks, Kevin.
But I can't help thinking of another way to
deal with the difficulty The animals don't have to
be in alphabetical order; a DM could arrange
potential familiars in any order designed to give a
higher probability to certain animals, and then
still roll 2d20 for the determination. And, by the
way, Kevin's d4/d10 method won't work in all
cases, unless you rearrange the table slightly so
that there's an entry that corresponds to a dice roll
result of 1.
-- KM
(Dragon #85)
BAT:
Bats that are summoned as familiars
iars come in two sizes,
according to mode of
life. The smaller bats have
bodies ranging
from mouse-sized to rat-sized,
though they
look bigger with their wings
fully spread.
They are found in any climate
that is temperate
or warmer. The larger type
of bat is
found in the tropics, has
a wingspan of
about five feet, and may
weigh up to two
pounds.
Bats are usually some shade
of brown,
though they may be black
or have a red or
yellow tinge to their fur.
Five percent of
those summoned to be familiars
are albinos
as the spell preferentially
selects them.
Most bats are able to navigate
by sound
? an ability known as echolocation.
They
produce high-pitched squeaks
(or sometimes
clicks) that are reflected
from their surroundings,
creating a fairly detailed
and
accurate picture of the
world about them.
In game terms, this
ability functions in a
60? radius. Although it?s
not entirely logical,
echolocation should not
give bats an
extra chance of recognizing
visual illusions
for what they are. The AD&D
game does
not allow creatures with
infravision a bonus
for noticing whether an
illusion radiates
heat, so it must be assumed
that an animal
with echolocation likewise
receives no
bonus. In addition, note
that a bat?s echolocation
is directional, so it is
possible to
sneak up behind a bat.
Small bats are swift and
agile in flight
(maneuverability class A).
For game purposes,
all have echolocation. They
will eat
insects, or sometimes small
frogs or fish or
even smaller bats. They
can be fed lean
meat, preferably fresh.
In cold climates
small bats cannot fly very
well or very far
and do not get the benefit
of AC 4, as
specified in the table),
because their wings
are lightly furred at best,
and they lose heat
rapidly.
The larger tropical bats
are clumsier and
slower in flight (class
B) compared to their
smaller brothers. Only 50%
of those that
respond as familiars will
have echolocation.
If this ability is present,
it sometimes involves
tongue-clicking sounds,
rather than
squeaks. Tropical bats eat
fruit && nuts.
Like their smaller brethren,
they can be
sinfully ugly.
<image: A bat's echolation
is
directional, so it is
possible to sneak up
behind a bat.>
CAT:
This category embraces both domestic
cats and their wild cousins,
ranging
in size from 5 to 16 pounds.
In cities and
towns any cat summoned will
be domestic,
or at least once-domestic,
as will 75% of the
cats found in inhabited
areas. All others
summoned as familiars will
be small, wild
cats.
Cats are found in any environment
with the exception of arctic
and subarctic
uninhabited areas.
Wild cats are spotted or
striped, or of a
solid color with markings
on ears and tail.
They will resemble tigers,
leopards, and
lynxes in coloring. Cats
of domestic origin
will always be black, or
at the option of the
DM will have some unusual
symbol in the
pattern of their fur.
Domestic cats can only make
one claw
rake with their forepaws
per attack, but
wild cats can take a second
swipe. Both gain
rear claw strikes if a forepaw
attack succeeds
in hitting the opponent.
All cats surprise
their prey 4 in 6 times.
They are
surprised only 1 in 6 times.
Cats will eat meat of any
sort, preferably
fresh. Wild ones will sometimes
bring down
prey as large as a lamb.
The animals in this category
are
tropical and subtropical
carnivores that look
somewhat like a cross between
a cat and a
weasel, with the cat predominant.
They are
about cat-sized, and colored
much as wild
cats are: with spots and
stripes, or vague
cloudy markings. The category
includes
genets, which differ from
civets in that they
lack scent glands and are
sometimes tamed
and used as mousers. In
general, civets are
quite wild and shy and will
not be common
near human habitations.
When this result is
rolled for a familiar, a
genet will be summoned
100% of the time in a town
or city,
50% of the time in other
inhabited areas,
and 10% of the time in any
other area.
Otherwise, the resultant
familiar will be a
civet.
All of these animals can
climb well,
though their claws are not
as sharp and fully
retractile as a cat?s. They
are less carnivorous
than cats, but thrive on
meat. Once a
week civets (not including
genets) can exude
a foul musk that has the
same effect on
those nearby as a troglodyte's
odor (see the
Monster Manual).
These animals are related
to
raccoons, and are somewhat
similar to them
in appearance and behavior,
though they
have long, snoutlike noses
and long, slender
tails. They usually hold
their tails straight
up, perpendicular to their
bodies. Coatis
are native to most kinds
of terrain in tropical
and subtropical climates.
Adults weigh
as much as large cats. Coatis
are more
terrestrial than raccoons,
and though they
can manage greater bursts
of speed than
raccoons, they are not as
good at handling
objects or climbing. With
their sensitive and
flexible snouts, they can
detect and root out
a wide variety of foods.
<image: Coati are related
to
raccoons. With their
sensitive and flexible
snouts, they can detect
and root out a wide
variety of foods.>
COCK:
This term identifies a male bird
of the group of pheasants
and pheasant-like
birds that includes the
common chicken.
These birds are found in
any temperate to
tropical area that offers
cover. Those summoned
to be familiars will be
about the size
of an ordinary pheasant,
and jet black. If
domestic birds are summoned,
they will
represent one of the smaller,
more agile
breeds, such as the bantam.
Always in
towns and cities, and 50%
of the time in
other inhabited areas, the
summoned cock
familiar will be domestic.
All of these birds are class
C fliers and
haven't much endurance (four
rounds of
flight at most). They are
omnivores, but
greens and grains make up
the bulk of their
diet.
CROW:
This category covers most of the
medium-sized birds of the
genus Corvus,
including common crows,
fish crows, carrion
crows, rooks, and so on
? but not
ravens. Crows are found
in any climate
from subarctic to tropical,
in all but the
most barren of wastelands.
They do not fear
human habitations. They
measure about
1½ feet from beak
to tip of tailfeathers.
Crows are black, sometimes
with white
markings. They are good
mimics, and as
familiars they can convey
messages of three
words or less, though they
can in no way
speak coherently or understand
language
without magical aid. Crows
do well on a
varied diet much like that
of humans,
though they enjoy insects
a good deal more.
They are class A fliers.
During daylight
conditions, they are never
surprised. If a
crow's hit succeeds, it
may (10% chance)
blind the opponent?s eye.
DOG:
In inhabited areas, the summoned
dog is one of the smaller
sorts ? a skinny
mongrel with wary eyes,
the ?thievish? dog
of early classifications
that by its appearance
supports the theory that
domestic dogs carry
a strain of jackal.
In tropical and subtropical
areas away from human habitation,
the
animal summoned will be
a true wild dog of
appropriate size. Dogs will
not be found
outside tropical and subtropical
areas unless
human dwellings are nearby.
Dogs of domestic origin
will be black,
pied, or brown with a yellow
or reddish
tint. Wild
dogs will be brindled or plain in
pattern. Those summoned
to be familiars
will be the size of a large
fox or small jackal,
but with more powerful jaws.
In packs they
can bring down deer, but
these dogs take
small game as a general
rule. Wild or domestic,
dogs will eat nearly anything,
though they prefer ripe
meat.
This category encompasses
all
of the larger weasel-like
animals, including
the fisher, plus the larger
martens and the
mongooses. All are similar
in habits and
appearance, though they
aren't close
relatives. The fisher family
described here
inhabits all climates but
the arctic, preferring
to avoid dense settlements.
Mongooses
are predominantly found
in tropical &&
subtropical areas, while
the others inhabit
cooler climates.
All of these animals tip
the scale at 2-16
pounds. They measure 2-4
feet in length.
The animals can swim well,
and those living
in areas with trees are
good climbers. All
are exclusively carnivorous,
unlike most
animals called ?carnivores.?
Some mongooses
are exclusively diurnal,
but these will
not respond to the find
familiar spell.
<Fishers can swim well,
and those living in
areas with trees are
good climbers.>
FOX:
When a fox becomes a familiar, in
temperate climates it is
usually of the common
red fox variety. Still,
foxes can be
found everywhere, even in
the high arctic.
Color of coat and shape
of ears and face
may vary, but all foxes
weigh between 4 and
15 pounds, although their
long fur and tails
sometimes give them a heftier,
appearance.
Foxes are swift and canny
in the hunt,
whether the pursuer or the
pursued. They
have been known to outrun
wolves,
and few
other carnivores can match
their endurance.
A surprisingly good climbing
ability complements
their speed. Foxes eat meat
&&
insects primarily, but they
will accept some
vegetable matter. Like dogs,
they seem to
prefer a well-rotted meal.
GULL:
Birds of this sort that respond to
the find familiar spell
are not the ordinary
beachgoers; they're black.
In arctic waters,
the summoned bird will be
the dark, gulllike
skua. Gull familiars always
represent
the larger birds in their
family; small gulls,
like those resembling terns,
will not be
summoned. Gull familiars
have wingspans
of 4 to 5½ feet,
and measure 1½ to 2
feet from beak to tail.
Birds matching this
description exist worldwide,
inhabiting
areas within 50 miles of
any coastline &&
near any large inland body
of water.
Although these familiars
are skilled at
flying long distances over
water, they are
not particularly agile (class
C fliers). Gulls
can swim, but only on the
water?s surface.
They eat anything from worms
and turnips
to carrion and snails, but
their favorite
entree is fish.
HARE:
The hare, with its reputation for
sly tricks, is not uncommonly
thought to
have magical properties.
Those summoned
by a magick-user
are black in color, and
abnormally large.
Hares are lankier and leggier
than rabbits.
They can muster impressive
speed
over short distances, and
perform prodigious
leaps (up to 20?) at need.
The animals
have no effective means
of attack. They can
survive on nearly any sort
of vegetable
matter, including the juicy
parts of bark and
twigs. They inhabit the
lands from the
arctic to the tropics, but
they do not live in
heavy forests. Their ears
are abnormally
large, not for collecting
sound, but for
radiating body heat ? a necessary
function,
because the animals do not
sweat or pant.
HAWK:
The hawk family, as used here,
covers the daytime raptors,
from large
soaring hawks to comparatively
puny sparrowhawks.
For game purposes, the birds
are classified in three
groups according to
size.
1.
The first class, covering
the largest
birds, includes the soaring
hawks known as
buteos or buzzards, plus
the largest falcons.
2.
The second class, for midsized
birds, covers
falcons such as the peregrine,
plus smaller
buteos, and midsized accipiters
such as the
cooper's hawk. Larger kites
also qualify for
the midsize class.
3.
The third class, for the
smallest birds, includes
the small kites and
accipiters, as well as the
smallest falcons.
The hawk group's habitat
covers the
world over, although some
restrictions
apply. In subtropical
and tropical areas, half
of the small and midsize
hawks are kites. In
arctic areas, only the the
two larger classifications
are present.
All hawks usually have gray
|| brown
feathers combined with white.
Darker
markings are predominant.
Kites are generally
white.
Large hawks are class B fliers;
midsized
and small hawks are class
A. When diving,
all hawks are +2 to hit,
and are considered
charging for game purposes,
thus risking a
nasty death should an intended
victim
manage to break the bird?s
dive with his
spearpoint. To make a dive,
the hawk must
have at least 60' of clearance
above the
target. If this space is
available, all hawks
can dive to inflict an extra
point of damage
with each of their talons,
but they cannot
strike with their beaks
at the end of a dive.
To capture prey, hawks use
their speed
and keen sight. Their prey
ranges from
rabbits and pheasants to
insects. If an target
?s eyes are unprotected,
a beak attack has
a 15% chance of blinding
one eye. As familiars,
they take meat, preferably
fresh, for
their ration. Hawks are
never
surprised.
These are nocturnal and
arboreal animals related
to the raccoon.
They inhabit tropical and
subtropical areas.
Although they move slowly
on the ground,
these animals are good climbers,
and they
are native only to wooded
areas. With their
plush brown fur, nimble
paws, and prehensile
tails, kinkajous seem rather
like monkeys.
But though their hand-like
paws can
manipulate objects, they
do not exhibit the
dexterity most monkeys do.
Kinkajous are
omnivores. They favor fruit
and insects, but
familiars also like meat.
The many types of lizards
that
are suited for life as a
familiar are divided
into two categories by size:
large (3-16
pounds) and small (2 pounds
or less ? still
a respectable size). Large
lizards are limited
to tropical
areas. Small lizards also inhabit
subtropical climates.
Large lizards are typically
long and slender,
and they can move quite
rapidly for a
reptile. These athletic
lizards can sprint at
15" for up to 2 rounds,
and they swim well.
This group includes the
monitor lizards and
those which resemble them.
If they score a
hit with their jaws, they
can bring their
claws into play, and if
they consequently
score a strike, they?ll
do a further point of
damage. In forested areas,
a large chameleon
(though this animal is not
usually
considered part of the lizard
group) will
respond to the summoning
25% of the time.
A chameleon moves no faster
than 3", but
in natural surroundings
it can camouflage
itself as well as a pseudodragon
does (80%
chance of success). Chameleons
are good
climbers, but slow at it.
Large lizards vary
in length from 2-4 feet,
depending on build
and overall weight. They
take prey as small
as a mouse and as large
as a dove, and they
will not eat carrion.
Lizards belonging to the
smaller category
are 1 foot or more in length;
if on the
shorter side, they are of
great girth. Their
appearance varies according
to their envi-
ronment, but all are grotesque
in form. In
tropical areas, half of
the small lizards summoned
will be abnormally large
geckos --
nocturnal lizards with very
good night
vision. Geckos can ascend
or descend any
surface rougher than polished
glass without
difficulty. In tropical
forested areas, 25% of
the respondents to a find
familiar summons
will be chameleons, with
all the qualities of
their larger brothers as
described above.
Small lizards eat anything
from large insects
to mice. They can be fed
lean meat.
<image: The appearance
of small
lizards varies according
to
their environment, but all
are grotesque in form.>
The family of monkeys includes
all primates of a size that's
suitable
for familiars. There are
two categories:
small, including those of
squirrel-size or
smaller, weighing 2 pounds
or less, and
large, which weigh up to
16 pounds. The
sorts of monkeys that become
familiars only
inhabit the tropics.
Small monkeys include marmosets,
squirrel
monkeys, diurnal lemurs,
and the like.
Half of those summoned will
be nocturnal,
e.g. galagos, tarsiers,
and small night monkeys.
These animals cannot distinguish
colors, but make up for
it with good night
vision. All small monkeys
are expert
climbers && leapers.
Large monkeys include some
of the bigger
lemurs, small langurs, and
others of
similar size. Capuchin monkeys,
known for
their work with organ-grinders,
typify this
group. Macaques, baboons,
and gibbons
are too large to serve as
familiars. Of the
large monkeys, 15% are nocturnal.
A wizard who summons a monkey
has gained an extra pair
of hands ? two
pairs, if you count the
feet. But monkeys
are not as proficient at
manual tasks as
humans are. Such an ability
requires mental
as well as physical skill,
so although
monkeys might learn to handle
simple
switches and latches, they
cannot wield tools
or weapons efficiently,
even if an attempt is
made to train them.
Monkeys that are summoned
to be familiars
are primarily omnivores;
some of the
smaller ones are insectivores.
All can be fed
fruit, nuts, vegetables,
and some meat.
<image: Although monkeys
might learn to handle
simple switches and latches,
they cannot
wield tools or weapons efficiently.>
OTTER:
Otters live wherever water
supports fish &&
crustaceans ? in streams,
lakes, and swamps, and at
seashores. Native
climates range from subarctic
to tropical.
Otters are good swimmers,
and can
remain underwater for up
to 7 rounds, 5
when active. In most respects,
otters resemble
their close relatives, the
fishers and the
weasels. Any characteristics
described for
the fishers also apply to
the otter, except for
<image: Otters are good
swimmers, and can
remain underwater for up
to 7 rounds.>
climbing ability. (Otters
can't climb.) Although
otters can grow very large,
otter
familiars never exceed 16
pounds in weight.
Otters prefer crustaceans
to fish, but they
do well on any meat diet.
OWL:
For game purposes, owls fall into
three size categories. The
largest birds grow
to the size of a great horned
owl, mid-sized
owls are as big as barn
owls, and small owls
are no larger than a screech
owl. Owls live
in all climates and on all
sorts of terrain,
except for small owls, which
never inhabit
the arctic.
Most owls hunt at night,
but in arctic,
subarctic, and open areas,
30% of the owls
are diurnal. Diurnal owls
possess the same
sensory powers as hawks.
No owl has a good sense
of smell. In fact,
owls are so insensitive
to odors that they
will hunt skunks.
In the AD&D game, not
even a troglodyte?s odor
affects an owl.
Owls have yellow or green
eyes and
feathers of somber colors.
Some arctic owls
are an exception, having
bright white feathers
with black markings. Owls
are class B
fliers, but they are swift
and especially agile,
able to move in complete
silence. Their
feathers are soft, and can
muffle the sounds
of flight.
<image: Owls are swift
and especially agile, able to
move in complete silence.>
PARROT:
A bird of this sort that serves
as a familiar is neither
brightly colored nor
delicate. Instead, these
are the more somber
birds of their kind: black
macaws, African
gray parrots, or the kea
of New Zealand,
for example. They only inhabit
tropical and
subtropical areas. As class
B fliers, parrots
maneuver with fair ability,
but exhibit no
exceptional talent. They
climb well, however,
using beak and claws. The
arrangement
of their toes enables them
to handle
objects. As familiars, they
can ?speak? as
crows do. They will eat
fruit and nuts, as
well as some meat. Those
with a predatory
tendency relish fat, and
at least one parrot,
the kea, is said to attack
young and helpless
sheep.
<Parrots climb well,
using beak and claws.
The arrangement ov
their toes enables them
to handle objects.>
RACCOON:
These animals need no
introduction to those living
in the Americas
where they are found in all
climates &&
terrains that are warmer
than subarctic.
Tropical raccoons look thinner
than their
northern kin, but the difference
is mostly
fur. Although these little,
bear-like creatures
may weigh up to 50 pounds
as adults, some
full-grown specimens weigh
as little as 3
pounds. Those summoned to
be familiars
will be no heavier than
16 pounds. Raccoons
are good swimmers and climbers.
Their dextrous paws can
handle simple
latches, buttons, and handles,
though not as
well as a monkey's hands
would. Raccoons
welcome a wide range of
foods, a fact of
which most farmers are well
aware.
RAT:
Rats and their rat-like cousins,
including a few species
of opossum, live
everywhere except in some
areas with arctic
climates; they?ll even invade
these if a per-
manent human
settlement exists there. Rat
familiars are large, but
they do not approach
the size of the giant
rats from the
Monster
Manual, which seem to be as large
as a small to mid-sized
dog (according to
the damage they do).
Rats are not especially
fast, but they
climb and swim very well.
Given time, they
can gnaw through ropes,
cords, and even
wooden barriars. They eat
virtually everything,
but treat new foods with
suspicion.
Of these, they?ll take nothing
but the tiniest
nibble. If afterwards they
feel ill, they?ll
avoid anything with the
same or a similar
taste. The rat's famed ability
to avoid poisons
stems from its habits and
its good sense
of smell.
A rat bite has a 10% chance
of infecting
the victim with a serious
disease,
unless a
save vs. poison is made.
RAVEN:
These are large members of the
crow family. They can be
found nearly
everywhere, though they
tend to avoid
populated areas. They are
usually gray or
black, and have the same
vocal talents as
common crows. Ravens are
largely predatory,
but as omnivores, they'll
eat whatever
is available. Farmers commonly
accuse
them of harassing or killing
livestock, and
they are well known for
following armies.
(Dead soldiers make good
meals.) Like
crows, ravens are never
surprised in lighted
conditions, and a hit by
a raven's beak has
a 10% chance of blinding
an eye.
SKUNK:
These animals are common in
temperate to tropical regions.
Those that
become familiars are the
size of a small cat,
but they have weaker jaws
than a cat. Their
fur is black with white
markings. According
to Monster Manual II,
skunks can release a
1? x 1? x 1? stinking cloud
of musk, which
requires all victims in
range to make a
saving throw vs. poison.
Those who succeed
must retreat immediately
or be considered
to have failed the save.
Those who fail will
be nauseated for 1-4 rounds
and must retreat
and retch. Each must also
save again
vs. poison or also be blinded
for 1-4 rounds.
Normal clothing that contacts
the musk
must be burned or buried.
Flesh, leather,
metal, etc., must be washed
repeatedly for
several days to remove the
stench. (Vinegar
cuts the smell in 2-3 washings.)
Skunks are
omnivores, and particularly
relish insects.
SNAKE:
Snakes that become familiars
are not the average grass
snake or garter
snake; they?re large serpents
up to five feet
long. These snakes inhabit
temperate to
tropical areas and are typically
small boas
or pythons, although large
individuals of
other species may be found.
Snakes can
maintain top speed over
very difficult terrain,
and they're good climbers
and swimmers.
None of the snake familiars
are
venomous, but all are predatory.
They
generally eat such things
as rats and frogs,
though as familiars they
will accept raw
meat. Once transformed to
familiars, these
snakes are immune to common
clerical
spells that affect their
kind.
<image: Snakes can maintain
top speed over very
difficult terrain, and
they're good climbers
and swimmers.>
SQUIRREL:
Squirrel familiars are
large, black, and always
tree-dwellers. They
inhabit any area with trees.
Squirrels are
swift for their size and
can ascend or descend
rough wooden surfaces easily.
They
are excellent climbers and
leapers. Like
rats, they can gnaw through
most organic
materials. Squirrels eat
fruit, nuts, grain,
and sometimes insects.
-
Up on a limb?
-
Dear Dragon,
Number 36 on the list of
new familiars to find
(issue
#84) lists the squirrel as having a movement
of 12". Where is the movement
rate for
traveling in trees? Also,
the Monster Manual II
lists the squirrel
as having no movement rate in
trees. Why not?
Scott Ziegler
Cuyahoga Falls, Ohio
(Dragon
#85)
Only one reason we can
think of: The squirrel
travels at the same speed
whether it's in a tree or
not, so there's no reason
to make a distinction
between the two movement
modes.
-- KM
(Dragon
#85)
TOAD:
The lowly toad is found in any
climate but arctic and subarctic,
and it will
even inhabit desert areas,
though this is
uncommon. Toad familiars
are 6 or more
inches long and almost as
wide. The largest
weigh a pound or more. Toads
are usually
covered with bumps and tubercles
known as
?warts,? and though most
have a drab
appearance, some of the
tropical species are
colorful. Toads can hop
up to 7?, swim well,
and remain underwater almost
indefinitely
if they must. They eat insects,
but larger
<seems like text was
missing from original article>
WEASEL:
"Weasel" is broadly used
here, as was "fisher"
previously. That is,
several animals are grouped
under this
heading for game purposes.
In subarctic to
subtropical climates, the
family includes
weasels and their similar-sized
kin: stoats,
ferrets, polecats, mink,
and all the rest. In
tropical areas, the term
applies to the
smaller members of the mongoose
clan.
Members of this expanded
weasel family
even inhabit cities, where
they may be kept
as ratters. The ferret,
in fact, is a domestic
species. All "weasels" measure
only 1 or 2
feet in length, tail included,
but they are
a penchant for attacking
an opponent's
throat. Except as mentioned
here, they
resemble their larger relatives,
the fishers.
<image: Weasels measure
only
1 or 2 feet in length,
but they are still
renowned for their
ferocity.>
Adding
new familiars
The preceding list of familiars
includes
most of the world?s contemporary
animals
that would make suitable
familiars in the
game. DMs may see fit to
add completely
imaginary creatures as well,
using the animals
above for comparison. Or
DMs may
modify the list to accommodate
other environments
in which AD&D
characters may
find themselves. For example,
in the age of
animals above would not be
present, but
mammals of badger size and
smaller were
present throughout that
era. Instead of bats,
there would be flying reptiles,
probably
adapted to daytime flight.
There might also
be very small animals related
to the dinosaurs
? bipedal, with good day
vision and
rapid movement (15?), able
to bite for up to
1-3 points of damage depending
on size.
If your adventure takes
place away from
the Prime Material Plane,
the normal
animal-like inhabitants
(if any) would probably
be ill-adapted to an adventurer?s
needs, even if they responded
to a call.
Natives of the elemental
planes, for instance,
would find conditions on
the Prime
Material
Plane uncomfortable at best.
Encumbrance
Sometimes a familiar must
be carried.
Perhaps it is wounded or
immobilized, or
maybe its master simply
wants to plant a
rear lookout in his backpack.
Whatever the
reason, toting one?s familiar
requires knowledge
of its encumbrance value.
For the sake of simplicity,
all small familiars
are considered to have an
?encumbrance
value? of 100 gp when carried,
medium and large-sized familiars
200.
These values increase by
50% if the animal
is ?dead? weight. Included
in these estimates
are any special arrangements
made
for carrying the familiar.
Weasels and the
like can hide under a magician?s
robes, but
a cat is another matter.
Certainly some sort
of protection will be required
to carry even
the most cooperative of
hawks ? perhaps a
leather guard like falconers
use.
Raining
cats and coatis: falling damage
All of the familiars in
this article are
small, so they should take
little damage
from a fall. This is because
the strength of
their bones. and flesh is
greater in proportion
to their weight than in
humans. In
addition, a familiar?s body
has a greater
surface area in proportion
to its weight.
Therefore, it will reach
terminal velocity ?
the point at which air resistance
prevents a
further increase in falling
speed ? much
sooner than a human body.
The upshot of all these assertions
is that a
rat can probably survive
a fall from the roof
of a house (and may even
be undamaged by
the experience), but a man
will take damage
and might not survive ?
and a horse would
almost certainly perish.
Applying these laws
to the AD&D system
could prove tiresome,
and more complicated than
it?s worth. But
since familiars are so important
to magicusers,
it?s only fair to give the
matter some
consideration. Small animals
should receive
0-3 points of damage (1d4
-1) from a fall of
20 feet or less and another
1-3 points (½d6,
rounded down) for each additional
20 feet,
up to a maximum of 6d3.
Intelligence
&& death
Little consideration has
been in this
article given to what an
animal gains by
becoming a familiar. It?s
been mentioned
that some become hardier
in combat, but
the animal may also gain
intelligence. The
find familiar spell states
that animal familiars
are ?abnormally intelligent.?
Even the
most abnormally intelligent
toad is a dull
lump compared to a mouse,
so it seems fair
that all normal familiars
be raised to a
standard level of intelligence;
otherwise, it
will be a great disadvantage
to have certain
kinds of familiars. All
familiars, then, gain
an intelligence
rating of 4 (the highest semiintelligent
rating), plus some limited
ability
to plan for the future as
humans do. Such
intelligence will be qualitatively
different
from that of humans and
demi-humans,
however; these animals will
not be able to
learn speech, not as a human
would understand
it, anyway.
The PH states that
a
magick-user loses twice
the number of hit
points possessed by his
familiar if the familiar
is ever ?killed.?
<cf. find
familiar>
This is due to the tremendous
shock caused by unnatural
death
? but when a familiar dies
of old age, there
is no penalty to the magic-user.
Unfortunately
for the familiar, the reverse
is not
true. When a magic-user
dies, for whatever
reason, the familiar attached
to that magicuser
dies, too. This explains
why familiars
are ?absolutely faithful.?
Indirectly causing
or allowing a master to
die means suicide
for a familiar; therefore,
the health and
well-being of a familiar's
master should be
the creature's utmost concern.
OUT ON A LIMB
-
Raise familiar?
-
Dear Dragon:
I was very satisfied with
"A cast of strange
familiars" in #84.
I have one question about
familiars: Can they be resurrected?
If so, are the
hit points restored that
were lost by the M-U
when the familiar was killed?
Chris Fredericks
East McKeesport, Pa.
(Dragon
#86)
Based on our interpretation
of the spell descriptions
for resurrection
and raise dead, it isn't
possible to bring a familiar
back to life by these
means. Those spells, and
other magic of a similar
nature, apparently only
work on humanoids and
not just any sort of creature.
The raise dead text
specifically lists the creature
types that can benefit
from the spell, implying
that other types of beings
cannot be raised. Depending
on the DM's ruling,
a wish spell might be able
to bring a dead familiar
back to life -- but unless
the wish was phrased
very carefully and the DM
was very generous, it
wouldn't be able to get
back the M-U's lost hit
points. After all, the familiar
did die, so the
penalty should probably
be applied in any case. I
suppose there's the possibility
of a wish that says,
"put things back so the
familiar never died in the
first place"? but that's
a situation for each DM to
deal with individually.
-- KM
(Dragon
#86)
Familiars
with a special use
New ‘pets’ that match the magic-users
who call them
by Stephen Inniss
Supernatural familiars | GALADUR | LOMENDUR | BURZUGDUR | - |
Natural familiars | - | - | - | find familiar |
Vlademok, a chaotic neutral
<wizard>,
tries to summon a familiar.
“Be nice to have
a toad,” he muses,“with
plenty of warts.”
But the die roll grants
him something spe-
cial: a minor demon
form called the quasit.
Now, unlike poor Vlad, the
quasit is an evil
creature. While Vlademok’s
dismal new life
continues, the quasit counts
the days until
his master’s death — because
then it can
fulfill its evil mission
and deliver Vlad’s soul
to the Abyss. “Revenge will
be sweet,”
thinks the quasit, who resents
his servitude
to Vlad. “All I wanted was
a toad,” whim-
pers Vlademok, who wonders
how he
earned such a fate. . .
.
In the AD&D®
game, magic-users have
roughly a <one in?> 576
chance of summoning a
special familiar —a brownie,
imp, pseudo-
dragon, or quasit— with
the first-level spell
find familiar. Unfortunately,
this feature
suffers from a lack of completeness,
result-
ing in an unbalanced (if
not unfair) game.
The alignment of a special
familiar does not
always match the alignment
of its master.
The creatures differ in
origin and strength,
and evil magic-users seem
favored with the
most powerful familiars.
True, the evil M-U
stands to lose more if his
familiar is de-
stroyed, but his animal’s
superior hit points
and special powers (especially
regeneration)
give it a much stronger
grip on life, com-
pared to its good-aligned
cousins.
The least disruptive solution
to these
imbalances is to divide
the familiars into
two groups, natural
&& supernatural, and
add new creatures to fill
in the gaps. In this
way, regardless of alignment,
a magic-user
may summon either type of
creature. (In
the current system, only
good guys get the
naturals and evils the supernaturals.)
And
regardless of the creature’s
origin, the famil-
iar will always be a good
match for its mas-
ter’s alignment. Thus, magic-users
who are
neither good nor evil will
find more agreea-
ble familiars, and good
magic-users will find
creatures who can champion
their cause
against the evil imps and
quasits. The
result: more balance, and
a few interesting
new creatures.
Supernatural familiars | GALADUR | LOMENDUR | BURZUGDUR | Special familiars |
The extraplanar special familiar
differs
completely from its cousins
of the material
plane. It is actually a
lesser devil, demon,
deva,
or other such being from the outer
planes. A magic-user who
summons such a
familiar enters into a pact
far more grave
and important than one who
accepts
another sort of animal.
When he summons
a supernatural familiar,
the spellcaster has
actually captured the notice
of his deity, or
at any rate, a deity with
the same align-
ment. This deity sends one
of its least min-
ions to guard and guide
its summoner, to
see that the magic-user
champions the cause
of the appropriate alignment.
Beyond these
worldly duties, the familiar
may actually
bring or guide the spellcaster’s
spirit to the
appropriate plane after
death. In return, the
magic-user gains much power
on the mate-
rial plane during his life,
and he gains a
useful servant and companion.
Evil magic-
users are best known for
making pacts with
supernatural familiars,
but this is mainly
because ill repute spreads
faster than other
kinds of fame.
The <wizard> &&
his supernatural
familiar have a complex
relationship. Al-
though the familiar has
come to serve, it
also has come to give advice,
either directly
or through contact with
its plane of origin.
They may be among the least
of beings on
their respective planes,
but the supernatural
familiars are of purer and
more unswerving
alignment than most residents
of the mate-
rial plane. In this sense,
they are superior to
their masters. All supernatural
familiars are
fully aware that in the
end they must bring
their master to his final
home; no matter
how the familiar feels about
this, he’ll never
forget it.
Thus, in some ways, the supernatural
familiars are more like
henchmen than
servants, if they don’t
become full associ-
ates. On occasion, they
may refuse orders;
in fact, the familiar may
attempt to give
them, particularly in matters
concerning
alignment. Supernatural
familiars use what-
ever methods they can to
keep their masters
on the right path, including
subtle (or per-
haps not so subtle) persuasion.
If the magic-user changes
alignment, the
familiar has the option
of leaving. The
master’s unwillingness to
reform is equiva-
lent to sending the familiar
away. Whenever
this happens, the results
are as described on
page
44 of the Dungeon Masters Guide.
Supernatural familiars fight
when they
have to, but they probably
won’t risk their
lives to do it. They observe
their duty to
provide aid and advice,
but they won’t fill
in as general bodyguards.
Supernatural
familiars are 90% unlikely
to risk their lives
for their masters (as stipulated
in the spell
description for imps and
quasits) — and it
is rare that their masters
would want them
to, considering the penalties
the master
would have to pay in such
an event. A good
familiar who watches its
master approach
destruction often consoles
itself with the
thought that at least its
master will go to a
deserved reward, beyond
the reach of the
material plane’s temptations.
A neutral
familiar tends to feel the
same way, and
doesn’t forget that it may
gain something if
it brings another soul to
its home plane. An
evil familiar, of course,
cares nothing about
the welfare of its master.
But it stands a
good chance of being promoted
if it brings
its master to the proper
lower plane. Fur-
thermore, it enjoys the
thought of this tem-
porary superior undergoing
torment on that
plane.
A magic-user who has died
and been
taken to the appropriate
plane might be
difficult to raise or resurrect.
A god or
demigod that has gone to
so much trouble
to secure a soul may not
wish to risk losing
it again to the unpredictable
material plane.
The being may have some
reason for want-
ing the magic-user to stay
on the material
plane, but it will not take
such a risk if the
spellcaster shows signs
of wavering in align-
ment. Evil powers are particularly
reluctant
to relinquish a soul, since
the magic-user
has seen what lies in store
for him, and may
repent once he returns to
the material
plane.
If by chance a cleric receives
a supernatu-
ral familiar, the comments
above still apply.
However, the cleric’s deity
rarely grants
such companionship; after
all, the deity
already has the cleric’s
devotion, and he
already spends a great deal
of effort on the
cleric’s behalf by sending
spells.
Supernatural familiars have
a number of
common characteristics,
and they bestow
similar powers upon their
masters. Perhaps
these characteristics come
from some un-
spoken agreement among the
powers of the
outer planes, or perhaps
the different famil-
iars have similar origins.
Whatever the
case, they do share several
traits:
All supernatural familiars
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
% IN LAIR: Nil
TREASURE TYPE: Q(x3) or
X
MAGIC RESISTANCE: 25%
SIZE: S
PSIONIC ABILITY: Nil
Certain of these statistics
apply only on
the material
plane. The creatures that serve
as familiars may be found
with greater
frequency and in greater
numbers else-
where. Likewise, on the
home plane they
may have a “lair.”
While on the material plane,
a supernatu-
ral familiar may acquire
treasure, either
when serving as a familiar
or when on some
other mission. Motives for
gathering trea-
sure vary widely among familiars,
but when
treasure is taken, it is
portable and useful.
This applies to magical
treasure as well
(though supernatural familiars
have only a
25% chance of having type
X treasure).
The magical treasure could
be something
saleable, but it could also
be a wand, for
instance. Supernatural familiars
can employ
any wands usable by all
character classes:
wands of enemy detection,
illumination,
magic detection, metal &
mineral detection,
magic missiles, negation,
secret door & trap
location, and a wand of
wonder.
None of the supernatural
familiars exceed
2¼ feet in height,
but it is still difficult to
harm them. All supernatural
familiars can
regenerate 1 hit point per
round, so only the
total destruction of their
tissues can kill
them. Given time, they can
even replace
lost organs, as well as
entire limbs. They
are immune to both cold
and electricity, and
have varying degrees of
immunity to other
forces. Ordinary weapons
are worthless
against these familiars,
though magical (+1
or better) weapons harm
them, and special
weapons may also be effective.
In addition
to their magic resistance,
supernatural
familiars save vs. all spell
attacks as 7 hit
dice creatures. Of course,
an opponent
must locate the familiar
before he can try to
harm it; these animals can
all become invis-
ible at will.
Supernatural familiars have
several offen-
sive powers to complement
the defenses
listed above. They can perform
some spell-
like actions at the 7th
level of proficiency,
including detect magic (as
a magic-user)
and detect evil/good (depending
on align-
ment; as a cleric) — both
at will. These
familiars can also polymorph
themselves
into a limited number of
shapes. When one
assumes a new shape, it
has the senses,
movement rate, attack forms,
and armor
class of the creature whose
shape it has
taken. However, the familiar
retains its
normal number of hit dice
and hit points, as
well as all magical abilities
and immunities.
In some cases, the familiar
must choose its
alternate shape from a limited
selection
when it arrives on the material
plane. Once
it has made this choice,
it can assume no
other shapes unless the
powers of its home
plane intervene. The familiar
retains the
same appearance for any
given shape; if one
becomes a little brown dog,
then that’s the
only dog-shape it can ever
assume.
In polymorphed form, a familiar
can
speak only if the animal
it mimics can do so
(e.g., a raven). In their
unaltered form, all
supernatural familiars can
speak. Each
knows its alignment language
and the com-
mon tongue, as well as any
other languages
it may have learned during
its life on the
material plane.
As “aliens” of a sort, supernatural
famil-
iars are vulnerable to otherwise
harmless
products of the material
plane. Evil ones are
harmed by holy water, good
ones by unholy
water. A cleric of 8th level
or higher can
turn away a supernatural
familiar, using the
“special” line on the “Matrix
for Clerics
Affecting
Undead, et al.” (DMG, p. 75) —
and note that this applies
to good familiars
as well as evil ones. Magical
diagrams can
trap supernatural familiars
within certain
areas or exclude them from
others. Certain
spells affect them, particularly
those de-
signed to harm or drive
away extraplanar
creatures. A holy word spell
or its reverse
can drive them off the material
plane com-
pletely. (Note: familiars
of neither good nor
evil alignment aren’t affected
by the spell as
written.) Fortunately, they
each have a
personal name that the hostile
spellcaster
may have to know to make
his spell work.
A familiar’s extraplanar
nature is of
course not a complete liability
on the mate-
rial plane. Asupernaturalfamiliar
is useful
for negatingthe effect of
ahold portal spell.
The familiar can attack
and damage crea-
tures that normally withstand
all but magi-
cal weapons, provided that
the familiar
attacks with its body, whether
in natural or
polymorphed form. (The familiar
cannot
harm such creatures by wielding
a non-
magical weapon.) And, supernatural
famil-
iars do not age, so they
are immune to a
number of unpleasant effects
associated with that phenomenon.
A supernatural familiar offers
a number
of benefits to its master.
Once a week, it can
contact its plane of origin
for advice; treat
this as a commune spell
allowing six ques-
tions. Under the right conditions
(which
aren’t difficult to achieve),
a supernatural
familiar endows its master
with the same
25% magic resistance it
possesses, plus an
additional level of experience
and the ability
to regenerate 1 lost hit
point per round. A
supernatural familiar can
convey all it
senses to its master via
a telepathic link, and
this link also serves as
a conduit for the
special powers. However,
the link grows
weaker with distance; if
master and familiar
are more than 1" distant
from each other,
the familiar cannot bestow
magic resistance
or regenerative abilities;
if the two are more
than 1 mile apart, the familiar
cannot send
sensory information, and
the spellcaster
loses the level he had previously
gained.
If a supernatural familiar
is killed, its
master loses four levels
from his current
level, as if he were drained
by an undead
creature. This may mean
the death of the
master, but if he survives
the level loss, then
perhaps he can bring back
the familiar with
a wish spell. Otherwise,
the familiar is
forever lost to its master,
even if it is not
utterly destroyed but merely
returned to its
home plane. If the master
does not survive
the level loss but is later
resurrected and/or
restored back to health,
he can ultimately
obtain a different familiar
(perhaps even
another one of the same
type, die roll per-
mitting), but cannot regain
the original
familiar, even by means
of a wish.
All potential familiars
are allowed a sav-
ing throw to escape the
effects of the find
familiar spell. Special
creatures are even
more likely to avoid the
spell, because all of
the supernatural familiars
and most of the
natural familiars (see the
section following
this one) have innate magic
resistance that
must be overcome before
the saving-throw
roll can even be attempted.
The potential supernatural
familiar is
especially resistant to
being summoned by
the find familiar spell
because it may not
want to take up hazardous
duty on the
material plane, no matter
how greedy,
dutiful, kindly, or ambitious
it may be.
These lesser representatives
of their planes
may well be more steadfast
in their align-
ments than the masters they
would serve,
but at the same time they
are less steadfast
than their superiors from
their home plane
might be; they are relatively
less devoted to
their cause and more vulnerable
to fears
and uncertainties. Most
of all, potential
supernatural familiars will
fear that the
summoner is only weakly
aligned and might
even change alignment at
some later date.
The supernatural familiars
tend to prefer
older and more powerful
masters, con-
firmed in alignment and
more likely to
accomplish great things
for which their
familiars may take some
credit. Since the
power of the spellcaster’s
magic is reflected
in its ability to offset
the creature’s magic
resistance, this resistance
(over and above
the saving-throw odds) serves
to help the
potential supernatural familiar
screen out
the summons of some hopeful
prestidigita-
tor destined for a short
or (even worse)
mediocre life.
In terms of game mechanics:
Even if a
CE 1st-level <wizard>
makes the
necessary roll to qualify
for a special famil-
iar, his chance of getting
a quasit to heed
the call is less than 14%)
considering the
creature’s magic resistance
followed by a
saving throw, if its magic
resistance (75%
vs. a 1st-level caster)
happens to fail. Even
if an 11th-level caster
is involved, the
chance of getting a quasit
to come when it’s
called is still only about
40% — again, not
counting the slim chance
of rolling a 15
during the casting of the
spell. Clearly, a
special familiar will be
readily inclined to
“allow itself" to be pressed
into
service only
if the summoning caster
is of exceptionally
high level.
The supernatural familiar’s
plane of
origin corresponds exactly
to the magic-
user’s alignment. The new
supernatural
familiars described below
come in three
classifications depending
on their degree of
good || evil, although law
and chaos are
just as important to them.
The galadur
come from the upper planes,
the lomendur
from the middle planes,
and the burzugdur
from the lower planes. Within
each of these
groups, the lawful, neutral,
and chaotic
members share certain characteristics.
They
are first described collectively,
then as indi-
vidual creatures.
GALADUR | Telperan | Glissan | Baltir | Supernatural familiars |
No one knows the origin of
these lesser
minions of good. Perhaps
their origin is
analogous to that of their
evil counterparts,
or perhaps they are a lesser
race of deva.
Although they may come to
the material
plane for other reasons,
they usually appear
as familiars to magic-users
or clerics of good
alignment.
All galadur have the usual
supernatural
powers, but they also possess
a number of
distinctive powers. For
instance, galadur
can surround themselves
with a silvery
light. This light is as
bright as that shed by
a magical dagger, illuminating
a 10’ radius.
The light does not interfere
with infravision
or ultravision. Once per
day, the galadur
can create a single blaze
of light, though a
galadur who does this will
be unable to
produce any more light at
all for one day
thereafter. The effect of
this blaze equals
that of the sunburst power
from a wand of
illumination. This yellow-white
blaze of
light shines in a 2" radius
around the crea-
ture. Those who are inside
the area of the
burst or standing within
12" of the galadur
while facing it must save
vs. spell or be
blinded for 1 round. Undead
caught inside
the 2" radius of the blazing
light will suffer
2-12 points of damage (save
vs. spell for half
damage) but are otherwise
unaffected, even
if they are looking at the
light from a dis-
tance. A continual darkness
spell will negate
a galadur’s ability to produce
light for one
day thereafter. A darkness
spell negates the
ability for the duration
of the spell. In either
case, the spell must be
cast directly upon
the familiar. A galadur
cannot be blinded or
dazzled by strong light
of any kind.
Each galadur is especially
resistant (treat
as 50% magic resistance
instead of the
usual 25%) to one particular
type of magic:
either fear, illusion, or
control. Once per
day, a galadur may attempt
to extend some
of this protection to all
within 3“, calling
out in a clear voice that
has an effect similar
to the cleric spell remove
fear. As long as
the galadur resists the
spell, or has already
done so, recipients of this
protection will
save at +4 vs. the type
of spell in question
for the next turn, or if
they have already
succumbed, are allowed a
second saving
throw (but with no bonus).
A galadur can
also create food and water
once per day, and
can detect evil or use ultravision
at will (in
addition to keen normal
vision).
Galadur have several special
immunities
besides those they share
with other super-
natural familiars. They
do not take damage
from normal fire or non-magical
weapons,
and magical fire or dragon-breath
fire in-
flicts only half damage
at best (save for no
damage).
Every galadur has a dexterity
of 16,
which is taken into account
for missile
combat and certain saving
throws. (This
does not further alter the
galadur’s armor
class, however; it remains
at 2, the figure
for all supernatural familiars.)
Galadur
have a charisma of 16 in
dealings with other
creatures.
Galadur may use small weapons
such as
those employed by pixies
and sprites. A
galadur’s longsword strikes
like a dagger,
and the creature wields
it with enough
speed and skill to strike
twice per round. A
galadur’s bow has half the
range of a long-
bow, and its arrows do the
damage of darts.
Because of their dexterity,
they have a +1 to
hit with their bows. Galadur
who have
dwelt on the material plane
for some time
may have silver, cold-iron,
or even magical
weapons, but in general,
the creatures are
rarely this well equipped.
When they first
arrive on the material plane,
they carry no
arms.
LOMENDUR | Tabur | Orrek | Quark | Supernatural familiars |
It would seem that familiars
from the
middle planes — the lomendur
— have a
common origin, because they
share a num-
ber of characteristics.
They are perhaps
better in tune with the
largely neutral natu-
ral forces of the universe
than are their good
|| evil counterparts, and
evidence of this
lies within the properties
they share. In
addition to those characteristics
common to
all supernatural familiars,
the lomendur
have both infravision
&& ultravision (range
6" for each). They can detect
good or detect
evil at will, and speak
with animals as often
as they please.
Lomendur also have a number
of immu-
nities and special resistances,
besides those
shared by all supernatural
familiars. None
are harmed by acids, alkalis,
normal fire,
natural poisons, or petrification.
They take
half damage, at best, from
magical fire or
dragon-breath fire (save
for no damage).
Natural animals or plants
harm them in two
cases only: 1) if the plant
or animal has
been attacked, and 2) if
it is under a spell of
some sort (charmed, summoned,
or other-
wise enchanted). The lomendur’s
immunity
to natural poisons extends
to the poisons of
giant creatures, but not
to those of fantastic
beings such as the wyvern
or extraplanar
creatures such as the imp.
Lomendur also have an “immunity”
to
certain weapons. Only a
magical or stone
weapon can harm them. And
not all stone
weapons will work; the particular
type
needed depends on the kind
of lomendur
being attacked.
Lomendur can swim at their
walking or
flying rate, whichever is
faster. On land or
in the air, they can use
the same weapons
that galadur do, but lomendur
strike only
once per round if they use
a sword, and
they gain no bonuses to
hit with the bow. A
lomendur’s DEX is 15, and
its CHA
is 13 with respect to other
creature types.
BURZUGDUR | Imp | Quasit | Nalg | Supernatural familiars |
At one time, all burzugdur
were evil
humans
who died and sank to the lower
planes, where they became
larvae of the
same alignment. The most
malign are
chosen to form imps, quasits,
or nalgs,
depending on the flavor
of their evil.
All burzugdur have the abilities
common
to supernatural familiars.
They also have
infravision (6” range) and
can detect evil
(range 12“) at will. Fire
cannot harm them,
and the only weapons that
can harm them
are magical ones or weapons
made of spe-
cial metals (cold iron for
quasits, silver for
imps; see the Monster Manual
for complete
descriptions of these types).
All burzugdur
are venomous to one degree
or another.
Each has 14
dexterity and 8 charisma.
Upon first examination,
they may seem to
have a less formidable set
of powers than
other supernatural familiars
— but what
they lack in quantity, they
make up for in
quality.
Three types of burzugdur
can become
familiars: the imp, the
quasit, and the nalg.
The imp and quasit are described
in the
Monster Manual, but their
colorations and
some other details are not
given. Imps are
dull red to black in color,
with yellow eyes.
Quasits are of a greenish
hue that ranges
from pallid to nearly black.
They have red
eyes, and yellow claws and
horns. Imps
have a diabolic point of
view, while quasits
are demonic. However, imps
from Acheron
care more for law than evil,
and quasits
from Pandemonium prefer
chaos to evil if
forced to choose.
NATURAL FAMILIARS | Brownie | Durocib | Huadhla | Veeru |
Pseudodragon | - | - | - | Special familiars |
The special familiars of
the material
plane
are a diverse group, varying widely in
their characteristics and
the powers they
confer upon their masters.
The similarities
between them are (from the
spellcaster’s
point of view) more negative
than positive.
They do not add their hit
points to those of
their master as do normal
familiars, and
they do not confer regenerative
powers as
do supernatural special
familiars. On the
other hand, the master of
a natural special
familiar does not lose hit
points or levels if
the familiar is killed.
The natural familiars
are less concerned with
alignment behavior
than their extraplanar counterparts;
they
are natives of the material
plane, and, as
such, are more familiar
with the shades of
gray that abound in the
material plane’s
alignment structure.
While natural familiars will
serve more or
less faithfully, they are
free-willed beings
and can think for themselves.
They will
have had lives of their
own before taking up
service, and ideas of their
own, which may
be at variance with the
outlook of their
master even if they happen
to be an exact
match in alignment. They
are in fact rather
like henchmen and should
be considered as
such in cases that call
for morale and loyalty
checks. While normal familiars
are willing
(or at least unwitting)
slaves or pets, and
supernatural special familiars
have other
loyalties and purposes,
the natural special
familiars occupy an intermediate
between these extremes.
position
There are few strings attached
if a magic-
user obtains the service
of a natural special
familiar. In general, the
familiar will require
good treatment, up to and
including gifts of
magic items they can use
(there are a few) if
their loyalty is to be assured.
A natural
special familiar will leave
its master if condi-
tions become intolerable,
and the effects of
this will be the same as
if it had been sent
away (see page 44 of the
DMG). If the
familiar is killed, there
is no ill effect on the
magic-user beyond the loss
of any special
abilities the familiar had
bestowed upon its
master. However, the chance
for the same
magic-user to get another
familiar of the
same type is drastically
reduced. The kin-
dred souls of the slain
familiar will know
instinctively that one of
their fellows met a
tragic end while serving
that magic-user,
and they will understandably
be reluctant to
follow the same course.
If another familiar
of the same type as the
slain one is indicated
on a later casting of thefind
familiarspell,
the creature will have a100%
magicresist-
ance (instead of its normal
resistance, if
applicable) that must be
overcome before
the creature will hear the
call.
As pointed out earlier in
the section on
supernatural familiars,
any creature is
allowed a saving throw to
escape the effect
of the find
familiar spell. In the case of a
natural special familiar,
this represents the
chance that the creature
will have serious
doubts about entering into
service. Life as a
familiar can offer hazards
as well as re-
wards, if the call comes
from an adventur-
ing spellcaster. On the
other hand, life with
a sedentary magic-user could
be boring and
unsatisfying. Perhaps the
creature being
called finds something objectionable
in the
behavior or appearance of
its would-be
master; similar alignments
don’t necessarily
make for a smooth relationship.
Even po-
tential familiars with no
other commitments
and little to lose might
be reluctant, for
reasons that may be fully
known only to
them.
It isn’t necessary to postulate
a different
type of natural special
familiar for every
spot on the alignment spectrum,
as was the
case for supernatural familiars.
Being resi-
dents of the material plans,
natural famil-
iars generally have some
inherent flexibility
where alignment is concerned.
For instance,
although most brownies are
equally con-
cerned with law and good,
some put a
greater emphasis on obedience
and order
than on happiness. The type
of natural
familiar that can be obtained
by a magic-
user of a certain alignment
is as follows:
LG to LN | Brownie |
LE to NE | Durocib |
Neutral | Haudhla |
CE to CN | Veeru |
CG to NG | Pseudodragon |
The brownie
and the pseudodragon are described in the MM. <e>
Descrip- tions of the others
are given below. Each
type of familiar has its
preferred habitat,
but since they are hardy
and (in the case of
the individuals summoned)
adventurous,
they might be found anywhere.
The DM
must rule on this, but it
seems reasonable
that a natural special familiar
would be
summonable anywhere in the
imaginary
world of the campaign, with
the possible
exception of such places
as polar ice caps
and the middle of an ocean.
In most cases it
will not be too difficult
to argue that some
trick of fate has brought
one of these poten-
tial familiars within range
of the spell. After
all, the lives of adventurers
abound with
strange circumstances and
odd coinci-
dences, of which this might
be a relatively
minor one.
Editor’s note: This
article can be used in,
conjunction with “A
cast of strange famil-
iars”
(issue #84) in a total revamping of the
find familiar spell. Or,
these familiars can
be used without also using
the “non-
special” ones from the earlier
article. And,
last but not least, these
creatures can simply
be used as new monsters
— which ought to
be absolutely un-familiar
to any characters
who encounter them!
Getting
Familiar
A wizard's
familiar often isn't familiar, that is
by Patricia Nead Elrod
The Summons Issued | Cats | Crows | Hawks | Owls |
Weasels && Ferrets | Toads | Familiar Options | - | - |
Spells | - | Dragon | - | Dragon 147 |
The dice rattle over the table, and the
DM informs the wizard that his find familiar
spell was successful. A familiar has
appeared. The wizard tucks the creature
into a pocket or has it perch on his shoulder,
gives it a name, and that is that.
But what next? The few players lucky
enough to possess a familiar never seem
to
use them beyond having them listen at
dungeon doors to find out if monsters
are
lurking on the other side. Some familiars
receive far less attention from their
masters than do most household pets. But
because of their special nature and relationship
with the PC, familiars require
more attention, not less. It is a wise
wizard
who pauses to think seriously about his
companion, for if something happens to
the familiar, the wizard suffers as well.
In the folklore of the Middle Ages, a
familiar’s function was to serve a witch
or
warlock, acting as a medium between the
spell-caster and the mystical forces.
In a
gaming situation, the familiar’s purpose
is
far less mysterious and can certainly
be
more productive. Many players are primarily
concerned with an animal’s use in
combat situations, which is only natural
in
fantasy games where fighting is not only
frequent but sought out purposely.
But a familiar is far more than hit points,
armor class, and number of attacks. Most
pet owners maintain that their animals
possess distinct personalities or unique
intelligence, and then go on to tell a
favorite story to prove it. Just mention dogs or
cats to a group and listen to the response.
There’s no reason to think people and
animals act differently in a fantasy world.
Casting the find familiar spell
(described
in the AD&D® 2nd EditionPlayer's
Handbook, page 134) is no easy undertaking.
The character must be prepared to voice
the correct incantation for up to 24 hours
without rest and without making a mistake.
The concentration required is enormous, and the effort is exhausting. To
get
an accurate idea of what is involved,
try
repeating a simple Mother Goose rhyme
while standing next to a smoking barbecue
grill, to simulate the spell?s casting.
Getting
through even five minutes of the ritual
requires not only high intelligence but
a
hardy constitution (and possibly asbestos
robes).
The incantation produces a trance in
which the wizards mind
and senses become attuned with those of the familiar.
The mental and physical link is permanent,
and the difficulty of achieving this
determines the highly variable casting
time of 1-24 hours. If a familiar has
not
appeared in that time, the summoner
cannot cast that spell again for a year?s
time due to the spell?s power and its
grueling nature.
The environment in which the spell is
cast has an important influence on the
kind of creature that appears. In a city
or
village, a cat has the edge over the others,
and the DM might wish to adjust the odds
in its favor. Out in the country, the
odds
favor the crow and ferret. In the wilderness,
hawks have favor. If the spell is cast
at night, the owl is a logical choice.
The
time of year is also something to consider.
A wizard casting the spell during the
migration season (positioned under known
flight paths) has a greater success of
obtaining a hawk than does a
wizard
who
doesn?t bother with such details. When
the
summons is performed in winter or above
the permafrost line and a toad is the
result, another die roll should be allowed.
Otherwise, the DM may decide the spell
has failed and the character can try again
in another year.
Once the familiar has joined up with its
wizard, the DM must think about the
effect the newcomer will have on the
other animals in the party. If the wizard
has a ferret and another character keeps
guard dogs or a hungry falcon, trouble
could easily erupt unless everyone is
very
careful.
Problems may occur between fellow
spell-casters as well. If a wizard
is attending a convention of spell-casters, and his
omnivorous crow gobbles up someone?s
toad, what should he do? The luckless
character and his crow could be blasted
into an unknown dimension unless he
makes up for the blunder. If the offended
wizard is his equal in levels and spells,
the
two might become enemies for life, providing
the PC with a constant and active
source of bedevilment.
To limit a familiar is to limit the development
of an interesting nonplayer charac
ter. A closer look reveals the many opportunities
that can be employed by the
player and DM to increase the enjoyment
of the game.
The following profiles are on
the ordinary and apparently nonmagical
familiars listed in the Player's
Handbook.
They are the familiars most frequently
used, but because they are rather mundane,
they are also the least studied.
Cats
are the animals with which most
players are familiar. Many players own
cats themselves and are often intimately
acquainted with feline personalities and
quirks?but not all their potential skills.
For example, everyone knows cats see
well in the dark, but few are aware that
if
a cat can see the sun, it can't get lost.
Cats
have highly accurate internal clocks that
regulate their daily activities with the
same precision as a wristwatch. Furthermore,
a cat can be hundreds of miles away
from home and instinctively compare the
position of the sun with its memory of
where it should be at any given
time of
day. If the sun doesn't look right, the
cat
keeps walking until it does. The cat has
a
general (if unconscious) idea of how far
away home is and a clear and certain
knowledge of its direction. Consequently,
if a wizard has a permanent base and calls
it home, his cat may use it as a navigational
point in much the same manner as
modern sailors use Greenwich, England.
For a cat, home is its prime meridian.
Cats have five more sacral vertebrae
than people do, enabling them to twist
180°, leap four times their body length,
and even change direction in midair. This
exceptional speed and agility is indeed
in
their favor in a combat situation. Anyone
who?s given a bath to an unwilling cat
can
testify to its strength and ferocity.
Cat familiars are more intelligent than
other familiars, and are thus able to
mentally communicate with their masters.
Many people believe cats are unintelligent,
but cats operate on a level on which instinct
is stronger than intellect. Within the
animal world, cats are highly successful
predators, swift and deadly. Cats like
affection but don't always seek it out
as a
dog might; they are highly opinionated
about what and whom they like.
If the DM takes the part of a mage?s cat
familiar, some interesting mental conversations
are sure to take place. A wizard
who
tells his cat, ?Leave the room. I want
to
talk to these people but they?re allergic
to
you,? is asking for a debate. The cat?s
ego
will be offended, and it may demand an
apology or a bribe before leaving. On
the
other hand, an urgent command such as:
?Let?s get out of here! The dragon
wants to
fry us!? is clearly understood and obeyed
because it is a matter of survival and
common sense.
Cats don?t like change and may be less
than enthusiastic when their master
comes home and announces they?re going
on an adventure. Cats prefer a regular
schedule, regular meals, petting, and
patches of sunlight in which to doze fre-
quently (pleasures that are in short supply
in dungeons).
Because of the disruptive nature of their
reproductive cycle, an unneutered cat
may cause many problems for his master.
Males disappear for days or weeks at a
time if they?re busy fighting rivals for
their
fair ladies. Likewise, a pregnant female
is
more interested in finding a comfortable
place to have her young than in adventur-
ing. Worse, females not allowed to mate
are subject to serious disorders of their
reproductive organs and have been known
to die from the complications. One way
around this problem is to say that the
animal has been magically neutered by
the
powers that brought it to the wizard
and
leave it at that. Otherwise, the DM can
arrange to have the PC work out the solu-
tion for himself. This can result in a
lively
play situation, such as the following:
A wizard,
his new feline familiar, and
the rest of the party take lodgings at
a
local inn, intent on rising early for
the
next day's hard travel. At 2 A.
M., however,
the wizard is suddenly roused from sleep
by a terrible tearing pain along his chest
and stomach. (The nightmare he?d been
having about being torn apart by a fero-
cious monster he was fighting seems to
have come true. His yells raise the rest
of
the house from a comfortable sleep. Ever
on guard, the nervous PCs lurch from
their beds ready for combat, frightening
the innkeepers and any other NPCs they
meet. Upon investigating, the wizard dis-
covers he is not, after all, the victim
of
some secret attack; indeed, he is not
even
injured. Investigation shows that his
(male)
cat went prowling, got into a fight with
another male, and lost. The wizards em-
pathic bond with the cat did the rest.
The
party isn?t going to be well disposed
at
being awakened for what they consider
a
trivial cause, and the disruption might
even get them thrown out of the inn un-
less suitable compensation is offered
to the
innkeeper. The cat now requires a few
days of rest to heal from its fight, which
may cause a delay in everyone?s plans.
Crows
are large perching birds that
prefer noisy flocks to solitude. Ordinary
crows can be trained to repeat words.
In a
gaming situation, a DM may allow a crow
familiar to engage in true (if limited)
con-
versation. Though a crow can mentally
communicate with its master, that won?t
be very satisfying to its naturally gregari-
ous personality. Before too long, a clever
bird will be adding its observations and
opinions to the general talk?probably
far
more often than its master wishes. Of
course, all conversation will be in a
rough
crow?s voice and with a strong crow
accent.
As mentioned in the rules, crows have
excellent vision and can scout open territory
for the party, but the wizard may be
reluctant to let it do so. Crows have
several natural enemies. In the wilderness, a
crow?s only defense against a hungry
hunting bird is luck and a fast set of
wings. If a crow knows or suspects that
hawks are in the area (it can always ask
other birds and its fellow crows), it
may
reasonably refuse to perform scouting
duties for the party. If it does consent
to
scout, the DM should remember that
crows are literal-minded when it comes
to
reporting what they see, and they might
not volunteer potentially useful information.
A crow sent aloft to look for lurking
kobolds may come back with a truthful
negative?but half an hour later, the party
is attacked by orcs
(Wizard: ?Why didn?t
you tell us there were orcs ahead?? Crow:
?You didn?t ask!?).
Crows Love bright, shiny objects &&
enjoy these as rewards from their master
as much as they enjoy food.
Crows are
fond of jewels, but a poor wizard can
do
just as well presenting his crow with
bits
of colored glass, polished metal, and
mirrors;
crows are interested in flash, not
value. If a crow excitedly tells its master
it's<?> found a treasure trove, it
will probably
lead him to a glinting pile of broken
glass.
A disappointed reaction won't won't be
lost on
the bird, who may feel highly insulted
at
the lack of gratitude. The DM can balance
things having the bird stumble on a
real treasure and bring back a tantalizing
sample to show off. Because of the past
insult the crow may be less than cooperative
i n r e c a l l i n
g w h e r e t h e r e s t
o f t h e
goodies are. A crow's master should
be
very understanding.
A specific type of hawk
is not mentioned
in the rules of familiars, though there
are
many kinds. For the game, the DM
can
choose between the peregrine, a bird
favored for hunting by European nobility,
and the smaller and appropriately named
merlin. Both birds are expert acrobatic
flyers?a necessity, considering that both
prey on other birds for food, diving in
on
flocks and seizing a meal in midair.
The
major differences between the two are
size and methods of taking food.
The
peregrine eats its catch where it falls.
The
merlin tries to carry its catch away.
A wizard with a hawk
can expect to
spend a lot of time outdoors allowing
it to
hunt (unless he can secure a steady supply
of pigeons). It is a good idea to
let the bird
do some hunting so it can stay in shape
and in practice. If the wizard is
lost and
starving in the wilderness, his hawk can
at
least supply him the bare essentials of
basic protein and show him to the nearest
water supply.
The eyesight of hawks
is no less than
astonishing. They can pick out prey
or
objects miles away?objects made invisible
to humans by sheer distance. The
advantages of such excellent vision should not
be lost on a party adventuring in unexplored
and dangerous country. Though
more reticent than crows, hawks are more
practical when it comes to the safety
of
the party, and they accurately report
what
they see. A wizard can easily acquire
a
steady job as a scout for an army if he
has
a taste for the active life (although
it
would allow little time to study magic).
Female hawks are called falcons; males
are tiercels, a word derived from the
Latin
tertius, meaning ?third.? Among
larger
hawks, males are about one-third smaller
than females. Peregrines range all over
the
world, but merlins prefer northern climates.
A wizard?s location as he gains a
hawk familiar indicates which is most
likely to appear. If he?s in the far northern
or far southern regions of a world, a
DM
could give a 25% chance of a merlin being
summoned instead of a peregrine.
It is unlikely that a member of a mated
pair will appear upon the wizard's initial
search, but if the wizard settles down,
his
familiar might acquire a spouse. The new
(assumedly female) bird is wild and will
raise a brood to have a sensible fear
of
man. There is no danger that a mate can
draw a falcon familiar away from its master.
In addition, the presence of falcons
keeps bird and mouse populations down
for the tenant farmers.
No studies have indicated that hawks
suffer in the same way as cats from not
mating. Thus, if the DM wishes to skirt
the
whole issue, the wizard can simply keep
the bird away from its own kind. In turn,
he must provide it with his own attentive
companionship to prevent if from becoming
bored or uncomfortable, especially
during the migration seasons.
A player gaining an owl
may wish to do
some research to determine what it looks
like.
There are over 30 different kinds of
screech owls from which to choose, ranging
all over the world. It shouldn't be
difficult to find one indigenous to any
particular geographic zone.
As with hawks, female owls are generally
larger than males, but both sexes are
lighter in weight than they would appear
from their full-feathered coverings.
Their
upright postures and large, penetrating
eyes have subjected them to more anthropomorphism
than almost any other bird.
The chief characteristics of owls exploited
in modern animated films are those of
wisdom, pomposity, and the generation
of
fearful awe, all of which can be used
as
springboards to create interesting NPCs.
Owls' eyes cannot turn in their sockets,
but their necks are extremely flexible,
with powerful muscles allowing them to
rotate their heads 270° with great
speed
and ease. The old wives' tale that you
can
walk around an owl and it will completely
rotate its head to keep facing you is
falsethe owl's head simply whips around so
quickly that the action is easily missed
within the blink of an eye.
Owls are efficient hunters due to their
superior eyesight and incredible hearing.
They improve their binocular vision by
bobbing their heads or even turning them
upside down. While this appears comical,
it is actually quite functional, allowing
owls to sight a target and swoop down
on
it with great accuracy. Owls can successfully
hunt in nearly total
darkness as long
as the prey is moving. Their distinctive
facial disk helps funnel telltale sounds
to
their ears. One ear, usually the right,
is
50% larger than the other and is placed
higher on the head. This difference enables
the owl to fix the location of its prey.
Owl feathers are covered with a velvetlike
pile that increases drag and lessens flight
efficiency, but allows them to fly in
utter
silence (surprising prey on a 1-5 on 1d6
at
night, or on a 1-4 on 1d6 in the day).
Far from being lazy, owls are ever-
watchful. Even when they are apparently
asleep, they are always listening and
are
aware of everything around them.
Despite
their phlegmatic daytime behavior,
owl
familiars can rouse themselves to ask
questions and demand answers from their
masters. Their curiosity is very high,
especially
when it concerns food. They are
fond of giving detailed lectureson the
gastronomic delights of eating mice, rabbits,
or the wizard's dinner.
It is almost impossible to sneak up on
an
owl. A lenient DM might allow a wizard
with an owl familiar to never be surprised.
(The owl certainly won't be).
Note: Since hawks and owls will probably
spend much of their time riding on
shoulders, the PC who has one should
adjust or reinforce his wardrobe.
Birds
have powerful grips, and hawks and owls
have razor-sharp talons. Though
not permitted to wear armor, a wizard
should be
allowed to strap a thick leather pad over
one shoulder for protection from his bird's
claws. A falconer's gauntlet is
another
alternative, but it might interfere with
spell-casting, particularly with regard
to
s p e e d a n d
d e x t e r i t y.
Weasels
are often confused with their
ferret cousins, but there are enough major
differences between the two to warrant
an alteration of the rules in favor of
ferrets. Ferrets are, on the average, 4" longer
than weasels, and they take well to being
domesticated (which is almost impossible
with weasels, which are even wilder than
the most irascible minks). Given
a good
diet and grooming, ferrets even smell
better; a weasel's musky odor is only
slightly less offensive than that of a
skunk.
A DM may want to stick to the rules and
insist on a weasel, but it would be unfair
to give a PC and the rest of the party
a
bad-tempered, smelly familiar. It
could, of
course, be a magically tamed weasel, but
magic can only do so much before in
stincts take over. For general good will
in a
party, a ferret is preferable.
Ferrets are insatiably curious. They are
natural explorers and are able to slip
easily into pockets, cling comfortably
to a
shoulder, and sniff the wind for information.
A wizard will be hit with a barrage of
questions from his ferret, and he may
acquire a reputation for being eccentric
as
he continually talks to his companion.
A
creative player can develop these onesided
conversations enough so the ferret
has its own distinct personality, not
unlike
that of a ventriloquist?s dummy: We know
there's only one person making the jokes
and handing out insults, but a well-run
routine can capture an audience?s heart.
Slender and lithe, ferrets move with
great stealth and use their sharp ears
to
the advantage of their masters. If a wizard
wants to listen in on a private conversation
on the other side of a busy inn, he
must often resort to divination spells.
Sending his ferret over instead works
just
as well, has no cost in magic, and is
less
conspicuous than outright spying. The
wizard may thus make a startling first
impression if he appears to know all about
people before meeting them simply by
letting his familiar do a little eavesdropping.
Higher fees may be commanded for
his services if he works things right.
Few wizards
would want a toad for a
familiar. Toads are almost a punishment.
True, they have wide-angle vision, but
they
are also very nearsighted and react only
if
something is moving within tonguegrabbing
distance. About all that toads
really do is burrow in damp ground, eat,
mate, and burrow again. They hibernate
in winter, limiting their master's travels
to
warm climates (unless he wants to risk
losing his cold-blooded companion to
inclement weather).
Toads do not cause warts, but they have
glands on their backs that secrete mild
poisons. After handling his toad, a wizard
should wash his hands lest he accidentally
rubs his eyes; the secretions are very
irritating and will burn. Toads taste terrible to
dogs,
usually causing them to foam at the
mouth. Handling one particular kind
of toad
can cause death in dogs and young children.
Toads possess a second bladder and, if
roughly handled (even by its master),
might release the water stored there.
A
wizard who knows his toads will avoid
handling his familiar as much as possible.
Despite the tough look of the skin, it
is
easily damaged; even a minor break in
the
surface can lead to fatal fungus infections.
If taken along on travels, the toad should
be placed in a large jar lined with damp
moss and leaves. The jar should
also have
holes in the top to allow fresh air.
The
toad must not be forced to live exclusively
in water. Air and water are both
absorbed
through the skin, and though toads like
dampness, too much water suffocates
them.
Any conversation with a toad
is bound
to be limited, as it has few interests
beyond eating and maintaining body comfort. A wizard trying to converse
with this
familiar must cope with a constant refrain
for more and better food, or complaints
a b o u t t h e
t e m p e r a t u r e a n d h u m i d i t y .
T h e
toad doesn?t like travel (except during
mating season) and will nag its master
to
settle down near a pond in a nice warm,
damp forest. Much of the wizards time
might be devoted to dangling bits of meat
and bugs within tongue-grabbing distance
and wriggling it in an appetizing way.
A
time-saving alternative is to construct
a
large terrarium and place the toad inside
with a lot of tasty crickets. At least
it?ll get
some exercise chasing after them (though
its master might be annoyed with the
noise the crickets make).
When a troublesome toad
is rolled,
should a DM allow a second roll, or simply
dispense with dice and choose something
else for the player? If no one objects
and it
helps speed the flow of the game, either
option is fine. The point of the game
is to
entertain by keeping the players busy,
and
no character is going to progress far
in
levels if his familiar is too restrictive.
Another advantage in choosing a familiar is
that the DM may base it on or contrast
it
with the personality of the player and
his
character. Someone who is naturally inquisitive
would be pleased to share company with a ferret. On the other hand, a
ferret can draw out a shy player who
must cope with never-ending questions
and frequently bail his mischievous familiar
out of trouble.
Since the wizard can be slain if his familiar
is killed, it?s logical that he will take
g r e a t c a r e
o f t h e c r e a t u r e i f
i t i s i n j u r e d o r
sick. At the very least, the creature's
pain
and discomfort would be mentally distracting,
thus interfering with the wizards
spell-casting abilities. A smart DM can
turn
such a situation into a major campaign
Suppose a wizard's cat becomes ill, perhaps
terminally. Out of love for the creature, the spell-caster tries to find
a cure
for the cat. There may not be any highlevel
clerics or druids around willing to
help a mere feline; alignment and racial
troubles might be grounds for refusals,
too. The wizard worries as his cat sinks
faster. Finally, a helpful NPC suggests
that
the
wizard seek out the nearest temple
devoted to a deity whose worship involves
felines. One of the clerics there will
probably cure the familiar, but some service in
return may be required. Depending on the
wizards level, alignment, and wealth,
this
could be anything from publicly proclaiming
the virtues of the religion involved to
constructing a major temple in a city
devoted an enemy deity.
A q u i c k l o
o k i n t h e b a c k o
f DEITIES && DEMIGODS
<> reveals a number of gods with various animals as their symbols.
Crows have
no special god, unless the DM allows them
to be favorably considered by deities
with
ravens
or other birds as their symbols.
The ferret is also short-changed, but
might
nevertheless come under the heading of
nature or animals in general for a god?s
sphere of influence. The Snake-Man in
the
American
Indian mythos might help out an
ailing toad, but a player would do well
not
to seek help from Laogzed,
who is worshiped by human-eating troglodytes.
In
this case, if a toad is dying of natural
causes (and not from some omission or
error on the part of its master), perhaps
the best thing is to go ahead and?forgive
me?let it croak.
Any DM knows the importance of research
for a good campaign; as a result, he
should encourage interested players to
do
some research for themselves. A quick
trip
to the library is the best cure for ignorance
about the familiar in question.
Lucky players living near a zoo or nature
center have the opportunity to view a
living specimen and may even be able to
talk with its caretaker. The DM should
always stay a jump ahead of the players,
fully researching all the animal familiars
first, either to surprise others with
his
knowledge or to keep himself from being
surprised. A PC seeking knowledge on
how to properly care for his familiar
can
be relieved of excess cash by consulting
various NPCs for advice. He may even find
himself tangled up in a new adventure
if
things are worked right. Does he know
that ferrets need a litter box? Does he
know that owls
must be able to keep their
beaks trimmed or else they can?t eat?
Is he
aware of the dire consequences of giving
his cat too much milk?
A wizard
should consider the pros and
cons before summoning a familiar. Familiars
should not be decorations; they
should be an integral part of the game.
They can aid and influence their masters
for good or ill, and can make things more
interesting for the party. Keep in mind
that the wizard isn?t just acquiring a
pet;
he is being linked to a companion for
whom he must be responsible for the rest
of its life. The familiar is a living
being,
devoted and supportive, sharing hurts
and
joys, willing even to die for its master.
In
turn, the familiar deserves fair treatment
and good care for its well-being, no matter
what the alignment of its master. Even
Blofeld, the James Bond villain who appeared
in Diamonds are Forever, loved
and indulgently spoiled his cat.
Dragons
are Wizards' Best Friends:
Some unfamiliar familiars
for deserving mages
by David E. Cates
This article describes five unusual relatives of the faerie dragon.
They were created in my campaign to be
"greater
familiars," the familiars of spell-casters
of high levels who
would find a normal familiar to be a handicap
rather than a
benefit. However, I found myself planning
adventures and
encounters with these creatures that had
nothing to do with their being
familiars. My adventuring group was soon
surrounded by quicklings
wielding lances and riding demon drakes,
and later a group of shadow
drakes set out to prove which one was
the greatest prankster -- at the PCs
expense.
These familiars are intended for wizards
&& illusionists ov at least 12th
level. Since the spell find familiar is
not among those first-level wizard
spells available to illusionists, some
means must be found to let illusionists
acquire these familiars, such as the use
of wish rings. Deities might grant
a favored cleric or druid an animal companion
that is, to all intents and
purposes, a familiar. Certain spell-casting
dragons in my campaign world
have used their own versions of the find
familiar spell, and they acquire
these lesser dragons as their own familiars!
Care must be taken with these familiars.
They should not be allowed in
the game unless the wizards they bond
with are able to protect and care
for them. They are not intended to be
mobile spell-casting devices for
each spell-caster's pleasure, but they
are generally powerful enough to
survive battles where high-level magick
is being tossed around. If lower-level
wizards want such familiars, the familiars
should be young, very
young, or perhaps even in egg form when
acquired. It should be very
rare for a very old or ancient lesser
dragon to become a familiar, as such
dragons are the patriarchs of their dragon-tribes
and are necessary for
the defense of their lairs.
In all cases, these lesser dragons have
the same age categories as do
dragons, as given in the Monster Manual,
page 29, but otherwise share none
of the usual characteristics of dragons
unless so noted. Hit dice are rerolled
at each age level, rather than increasing
th enumber of hit points per hit die.
Crystal Drake | Demon Drake | - | Faerie Drake | Shadow Drake |
Dragon | Dragon 146 | - | Spells | Find Familar |
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