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5e Familiar thread (both warlock and animal/spirit thingies)
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<blockquote data-quote="Cleon" data-source="post: 8540033" data-attributes="member: 57383"><p><strong><span style="font-size: 26px">Devadragonet</span></strong></p><p><em>Tiny dragon, typically lawful good</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 10 (3d4 + 3)</p><p><strong>Speed</strong> 15 ft., fly 60 ft.</p><p></p><table style='width: 100%'><tr><th><p style="text-align: center">STR</p> </th><th><p style="text-align: center">DEX</p> </th><th><p style="text-align: center">CON</p> </th><th><p style="text-align: center">INT</p> </th><th><p style="text-align: center">WIS</p> </th><th><p style="text-align: center">CHA</p> </th></tr><tr><td><p style="text-align: center">6 (–2)</p> </td><td><p style="text-align: center">15 (+2)</p> </td><td><p style="text-align: center">13 (+1)</p> </td><td><p style="text-align: center">11 (+0)</p> </td><td><p style="text-align: center">12 (+1)</p> </td><td><p style="text-align: center">10 (+0)</p> </td></tr></table><p></p><p><strong>Skills</strong> Perception +3, Stealth +4</p><p><strong>Damage Resistances</strong> poison, radiant; bludgeoning, piercing and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened</p><p><strong>Senses</strong> blindsight 10 ft., darkvision 60 ft., passive Perception 13</p><p><strong>Languages</strong> Celestial, Common, Draconic, telepathy 120 ft.</p><p><strong>Challenge</strong> 1 (200 XP) <strong>Proficiency Bonus</strong> +2</p><p></p><p><em><strong>Divining Tongue.</strong></em> Strong evil registers to a devadragonet's senses like a revolting stink, while powerful good tastes like heavenly ambrosia. As an action, the devadragonet can flick its tongue and taste or smell the presence of such forces within 60 feet of it that is not behind total cover. The devadragonet knows the type (celestial, fiend, or undead) of any being it senses, but not their identity or location. Within the same radius, the dragonet also detects the presence of any place or object that has been consecrated or desecrated, as with the <em>hallow</em> spell.</p><p></p><p>The devadragonet can also use <em>divination tongue</em> on a single object or creature within 5 feet as a free action, allowing it to determine the location of the sacred or unholy presence but not its identity.</p><p></p><p>If a devadragonet scents a powerful good or evil presence (a creature of Challenge 9 or higher or a magical effect using a 5th level or higher spell slot or of at least caster level 12) its <em>divining tongue</em> ability is overwhelmed and cannot be used again until the devadragonet stops sensing the overwhelming presence for 1 to 3 minutes (4d6 + 6 rounds). <em>Divining tongue</em> is also overwhelmed when the devadragonet is affected by overpowering mundane smells or tastes such as strong perfumes, chili, or the spray of a skunk.</p><p></p><p><em><strong>Keen Senses.</strong></em> The devadragonet advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.</p><p></p><p><em><strong>Magic Resistance.</strong></em> The devadragonet has advantage on saving throws against spells and other magical effects.</p><p></p><p><span style="font-size: 22px">Actions</span></p><p><em><strong>Multiattack.</strong></em> The devadragonet makes two attacks: one with its bite and one with its claws.</p><p></p><p><em><strong>Bite.</strong> Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 4 (1d4 + 2) piercing damage plus 1 radiant damage.</p><p></p><p><em><strong>Claws.</strong> Melee Weapon Attack:</em> +4 to hit, reach 5 ft., one target. <em>Hit:</em> 3 (1d6) slashing damage.</p><p></p><p><em><strong>Breath Weapons (Recharge 5-6).</strong></em> The devadragonet uses one of the following breath weapons.</p><ul> <li data-xf-list-type="ul"><strong>Heavenscent Breath.</strong> The devadragonet exhales a puff of energised mist at one creature within 5 feet of it.<br /> A target that is not a fiend or undead immediately regains 1 hit point and enters a <em>blissful delirium</em> for 1d4 rounds. The target may attempt to avoid the delirium by rolling a DC 11 Wisdom saving throw. While delirious, the target regains 1 hit point at the end of each round but has disadvantage on all skill checks and attack rolls. On the target's turn they can choose to leave the <em>blissful delirium</em> as a free action but this also stops the healing. Once a target is healed by heavenscent breath they must take a long rest before they can regain hit points from another puff, but they can still suffer disadvantage from the <em>blissful delirium</em>. A puff of heavenscent breath heals a maximum of 3 (1d4 + 1) hit points to individuals who receive the full 1 to 4 rounds effect.<br /> A target that is a fiend or undead takes 10 (3d6) damage and enters a <em>nightmare delirium</em> for 1d4 rounds; if the target makes a DC 11 Wisdom saving throw they take half damage and avoid entering the delirium. While delirious, the target has disadvantage on all skill checks and attack rolls. The fiend or undead target can repeat the saving throw at the end of each of its turns. If they succeed, the <em>nightmare delirium</em> ends.</li> <li data-xf-list-type="ul"><strong>Radiant Breath.</strong> The devadragonet exhales a glorious beam of light at at one creature within 10 feet of it. The target must make a DC 11 Dexterity saving throw or take 10 (3d6) radiant damage and be blinded for 1 minute; if they save successfully they take half damage and are not blinded. A creature can repeat the saving throw at the end of each of its turns, ending the blindness effect on itself on a success. Radiant breath does no damage to celestial creatures but can still blind them.</li> </ul><p></p><p><strong><span style="font-size: 22px">Description</span></strong></p><p>Nicknamed "baby bahamuts," devadragonets are native of the Upper Planes who gladly run errands for more powerful celestials. They are occasionally sent to the Material Plane, often to assist goodly wizards and warlocks with Celestial patrons. Deeply kind and humble beings, a devadragonet dislikes making demands but is fond of gentle persuasion. If an associate behaves unpleasantly it generally slips away quietly rather than argue. A baby bahamut always tries to avoid harming creatures who are not irredeemably evil, but shows no mercy toward intrinsicly malign entities such as undead or fiends.</p><p> A devadragonet looks like a stockily-built dragon as big as a bobcat with silvery-white scales and beautiful rainbow like wings. It has bright golden eyes, horns and claws that shine like mother-of-pearl, and sparkling white teeth.</p><p></p><p><strong><span style="font-size: 18px">V</span>ARIANT<span style="font-size: 18px">: D</span>EVADRAGONET <span style="font-size: 18px">F</span>AMILIAR</strong></p><p>Devadragonets sometimes serve mortal spellcasters as helpers, advisors, and familiars. The devadragonet is a self-effacing and diligent servant, but constantly encourages its master to acts of mercy and charity and warning against evil behavior. Should the mortal do anything immoral the baby bahamut pleads with them to rectify the sinful act and mend their ways, no matter how minor the peccadillo. Such devadragonets have the following trait.</p><p> <em><strong>Familiar.</strong></em> The devadragonet can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the devadragon senses as long as they are within 1 mile of each other. While the devadragonet is within 10 feet of its master, the master shares the devadragon’s Magic Resistance trait. If its master violates the terms of the contract, the devadragon can end its service as a familiar, ending the telepathic bond.</p><p></p><p>(Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum)</p></blockquote><p></p>
[QUOTE="Cleon, post: 8540033, member: 57383"] [B][SIZE=7]Devadragonet[/SIZE][/B] [I]Tiny dragon, typically lawful good[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 10 (3d4 + 3) [B]Speed[/B] 15 ft., fly 60 ft. [TABLE] [TR] [TH][CENTER]STR[/CENTER][/TH] [TH][CENTER]DEX[/CENTER][/TH] [TH][CENTER]CON[/CENTER][/TH] [TH][CENTER]INT[/CENTER][/TH] [TH][CENTER]WIS[/CENTER][/TH] [TH][CENTER]CHA[/CENTER][/TH] [/TR] [TR] [TD][CENTER]6 (–2)[/CENTER][/TD] [TD][CENTER]15 (+2)[/CENTER][/TD] [TD][CENTER]13 (+1)[/CENTER][/TD] [TD][CENTER]11 (+0)[/CENTER][/TD] [TD][CENTER]12 (+1)[/CENTER][/TD] [TD][CENTER]10 (+0)[/CENTER][/TD] [/TR] [/TABLE] [B]Skills[/B] Perception +3, Stealth +4 [B]Damage Resistances[/B] poison, radiant; bludgeoning, piercing and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, frightened [B]Senses[/B] blindsight 10 ft., darkvision 60 ft., passive Perception 13 [B]Languages[/B] Celestial, Common, Draconic, telepathy 120 ft. [B]Challenge[/B] 1 (200 XP) [B]Proficiency Bonus[/B] +2 [I][B]Divining Tongue.[/B][/I] Strong evil registers to a devadragonet's senses like a revolting stink, while powerful good tastes like heavenly ambrosia. As an action, the devadragonet can flick its tongue and taste or smell the presence of such forces within 60 feet of it that is not behind total cover. The devadragonet knows the type (celestial, fiend, or undead) of any being it senses, but not their identity or location. Within the same radius, the dragonet also detects the presence of any place or object that has been consecrated or desecrated, as with the [I]hallow[/I] spell. The devadragonet can also use [I]divination tongue[/I] on a single object or creature within 5 feet as a free action, allowing it to determine the location of the sacred or unholy presence but not its identity. If a devadragonet scents a powerful good or evil presence (a creature of Challenge 9 or higher or a magical effect using a 5th level or higher spell slot or of at least caster level 12) its [I]divining tongue[/I] ability is overwhelmed and cannot be used again until the devadragonet stops sensing the overwhelming presence for 1 to 3 minutes (4d6 + 6 rounds). [I]Divining tongue[/I] is also overwhelmed when the devadragonet is affected by overpowering mundane smells or tastes such as strong perfumes, chili, or the spray of a skunk. [I][B]Keen Senses.[/B][/I] The devadragonet advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell. [I][B]Magic Resistance.[/B][/I] The devadragonet has advantage on saving throws against spells and other magical effects. [SIZE=6]Actions[/SIZE] [I][B]Multiattack.[/B][/I] The devadragonet makes two attacks: one with its bite and one with its claws. [I][B]Bite.[/B] Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 4 (1d4 + 2) piercing damage plus 1 radiant damage. [I][B]Claws.[/B] Melee Weapon Attack:[/I] +4 to hit, reach 5 ft., one target. [I]Hit:[/I] 3 (1d6) slashing damage. [I][B]Breath Weapons (Recharge 5-6).[/B][/I] The devadragonet uses one of the following breath weapons. [LIST] [*][B]Heavenscent Breath.[/B] The devadragonet exhales a puff of energised mist at one creature within 5 feet of it. A target that is not a fiend or undead immediately regains 1 hit point and enters a [I]blissful delirium[/I] for 1d4 rounds. The target may attempt to avoid the delirium by rolling a DC 11 Wisdom saving throw. While delirious, the target regains 1 hit point at the end of each round but has disadvantage on all skill checks and attack rolls. On the target's turn they can choose to leave the [I]blissful delirium[/I] as a free action but this also stops the healing. Once a target is healed by heavenscent breath they must take a long rest before they can regain hit points from another puff, but they can still suffer disadvantage from the [I]blissful delirium[/I]. A puff of heavenscent breath heals a maximum of 3 (1d4 + 1) hit points to individuals who receive the full 1 to 4 rounds effect. A target that is a fiend or undead takes 10 (3d6) damage and enters a [I]nightmare delirium[/I] for 1d4 rounds; if the target makes a DC 11 Wisdom saving throw they take half damage and avoid entering the delirium. While delirious, the target has disadvantage on all skill checks and attack rolls. The fiend or undead target can repeat the saving throw at the end of each of its turns. If they succeed, the [I]nightmare delirium[/I] ends. [*][B]Radiant Breath.[/B] The devadragonet exhales a glorious beam of light at at one creature within 10 feet of it. The target must make a DC 11 Dexterity saving throw or take 10 (3d6) radiant damage and be blinded for 1 minute; if they save successfully they take half damage and are not blinded. A creature can repeat the saving throw at the end of each of its turns, ending the blindness effect on itself on a success. Radiant breath does no damage to celestial creatures but can still blind them. [/LIST] [B][SIZE=6]Description[/SIZE][/B] Nicknamed "baby bahamuts," devadragonets are native of the Upper Planes who gladly run errands for more powerful celestials. They are occasionally sent to the Material Plane, often to assist goodly wizards and warlocks with Celestial patrons. Deeply kind and humble beings, a devadragonet dislikes making demands but is fond of gentle persuasion. If an associate behaves unpleasantly it generally slips away quietly rather than argue. A baby bahamut always tries to avoid harming creatures who are not irredeemably evil, but shows no mercy toward intrinsicly malign entities such as undead or fiends. A devadragonet looks like a stockily-built dragon as big as a bobcat with silvery-white scales and beautiful rainbow like wings. It has bright golden eyes, horns and claws that shine like mother-of-pearl, and sparkling white teeth. [B][SIZE=5]V[/SIZE]ARIANT[SIZE=5]: D[/SIZE]EVADRAGONET [SIZE=5]F[/SIZE]AMILIAR[/B] Devadragonets sometimes serve mortal spellcasters as helpers, advisors, and familiars. The devadragonet is a self-effacing and diligent servant, but constantly encourages its master to acts of mercy and charity and warning against evil behavior. Should the mortal do anything immoral the baby bahamut pleads with them to rectify the sinful act and mend their ways, no matter how minor the peccadillo. Such devadragonets have the following trait. [I][B]Familiar.[/B][/I] The devadragonet can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the devadragon senses as long as they are within 1 mile of each other. While the devadragonet is within 10 feet of its master, the master shares the devadragon’s Magic Resistance trait. If its master violates the terms of the contract, the devadragon can end its service as a familiar, ending the telepathic bond. (Original monster designed by Casimir Liber and Cleon on the Creature Catalog Monster Homebrews forum) [/QUOTE]
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