find familiar
 
 


Find familiar A cast of strange familiars Familiars with a special use Getting familiar A wizard's best friend
- - - - Dragon

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. 
-
Random familiars
-
Dear Editor:
The article on familiars (issue #84) contains a
simple but serious mistake. In presenting the
table, the author suggested that the player roll
2d20 to choose his familiar. But he placed the
creatures in alphabetical order; in other words,
he expected the player to have an equal chance to
get any familiar on the list. This is not true. The
creatures toward the middle of the list have a
higher likelihood of being chosen by a roll of
2d20, making the kinkajou the most common
familiar in the group.

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.
 

CIVET:

http://2.bp.blogspot.com/_Ez-VWIUmnbw/THfBeiUCwiI/AAAAAAAAE-s/0KIvvGalLBM/s1600/malay-civet.jpg

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).
 

COATI:

http://farm6.staticflickr.com/5028/5812887948_8ca21d7f25.jpg

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.

FISHER:

http://blog.ctnews.com/dennis/files/2010/12/fisher7.jpg

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.

KINKAJOU:

http://educ.csmv.qc.ca/mgrparent/vieanimale/mam/kinkajou/kamakinkajou.jpg

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.

LIZARD:

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.>

MONKEY:

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
 
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.

THE GALADUR
 
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.
 

THE LOMENDUR
 
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.
 

THE BURZUGDUR
 
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
 
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.

The Summons Issued

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

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

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.

Hawks

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.

Owls

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 && ferrets

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.

Toads

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).

Familiar options

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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