D&D 5e - Find Familiar Animal Stats

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I made this list of familiars available for summoning via the Find Familiar spell, so I'd have something

I could
quickly access instead of digging through handbooks for stats. Hope you find it useful. If you have an edit or
addition, just leave a comment and I'll review it. I've also added the Warlock Pack of the Chain Familiars Last
updated: March 2022
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab,
frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, seahorse,
When
spider,the familiar drops
or weasel. to 0 hit
Appearing points,
in an it disappears,
unoccupied space leaving behindthe
within range, nofamiliar
physicalhas
form.
theIt
Find Familiar
reappears
Statistics ofafter
the you castform,
chosen this spell again.
though it is a celestial, fey, or fiend (your choice) instead of a
Your familiar acts independently of you, but it always obeys your commands. In Combat, it
While
beast. your familiar is within 100 feet of you, you can communicate with it telepathically.
rolls its own initiative and acts on its own turn. A familiar can't Attack, but it can take other
Additionally, as an action, you can see through your familiar's eyes and hear what it hears
As an action,
actions you can temporarily dismiss your familiar. It disappears into a pocket dimension
as normal.*
until the start of your next turn, gaining the benefits of any Special senses that the familiar
where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it
has. During this time, you are deaf and blind with regard to your own senses.
is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet
You can't have more than one familiar at a time. If you cast this spell while you already have a
Finally,
of you. when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it
familiar, you instead cause it to adopt a new form. Choose one of the forms from the above
had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to
list. Your familiar transforms into the chosen creature.
deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack
modifier for the roll.
A familiar can take any action that it is capable of other than the Attack action. This includes
(There's always some confusion about what familiars can and can't do, particular considering
the Cast A Spell action, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use an
the "familars can't attack" rule. Here's a more detailed description:)
Object. Since familiars are monsters, they can also take any non-Attack action included in
their statblock. For example, the octopus has an ink cloud ability.
Source
Spell Attributes
Spell Level School Ritual? Casting Time
1 Conjuration Yes 1 hour

Range Components Duration Class


10 ft 10 gp worth
Materials: V, S, of
M charcoal,
Instantaneous
incense, andWizard
herbs
that must be consumed by fire in a brass brazier

Quick Stats: (Includes only animals listed in the original Find Familiar spell)
Fastest speed (Land): Cat (40ft)
Fastest climber: Cat (30ft)
Fastest swimmer: Fish (40ft)
Fastest flyer: Hawk, Owl (60ft)
Highest HP: Octopus (3HP)
Highest AC: Hawk, Fish, Weasel (13 AC)
Stealthiest (Land): Weasel (+5 Stealth)
Stealthiest (Water): Octopus (+4 Stealth)
Stealthiest (Air): Owl (+3 Stealth)
Highest Perception (Land): Cat (+3 Perception and Keen Sight), Weasel (+3 Perception, Keen
Sight and Smell)
Highest Perception (Water): Octopus (+2)
Highest Perception (Air): Hawk (+4 Perception and Keen Sight)
Darkvision: Frog (30ft), Lizard (30ft), Octopus (30ft), Owl (120ft), Fish (60ft), Rat (30ft), Spider
(30ft)
Blindsight: Bat (60ft), Crab (30ft), Poisonous Snake (10ft)

BAT
Traits
Echolocation: The bat can't use its blindsight while Deafened.
Keen Hearing: The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=EvilPassive Challenge
Size AC HP Speed Perception Rating
Tiny 12 1 (1d4-1) 5ft., fly 30ft. 11 0

STR DEX CON INT WIS CHA


2 15 8 2 12 4
Senses: Blindsight 60ft.*

CAT
Traits
Keen Smell: The cat has advantage on Wisdom (Perception) checks that rely on smell.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil Passive Challenge
Size AC HP Speed Perception Rating
Tiny 12 2 (1d4) 40ft.*, 30ft 13 0
climbing*
*Fastest land speed *Fastest climbing speed
STR DEX CON INT WIS CHA
3 15 10 3 12 7
Skills: Percecption +3, Stealth +4

FROG/TOAD
Traits
Amphibious:
Standing TheThe
Leap: frogfrog's
can breathe airisand
long jump up water
to 10 ft. and its high jump is up to 5 ft., with or
without a running start.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Passive Challenge
Size AC HP Speed Perception Rating
Tiny 11 1 (1d4-1) 20ft. (land & 11 0
swimming)
STR DEX CON INT WIS CHA
1 13 8 1 8 3
Senses: Darkvision 30ft
Skills: Perception +1, Stealth +3

CRAB
Traits
Amphibious: The crab can breathe air and water.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 11 (Natural 2 (1d4) 20 ft. (land & Perception
9 Rating
0
Armor) swimming)
STR DEX CON INT WIS CHA
2 11 10 1 8 2
Senses: Blindsight 30ft.
Skills: Stealth +2

HAWK
Traits
Keen Sight: The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil Passive Challenge
Size AC HP Speed Perception Rating
Tiny 13 1 (1d4-1) 10 ft., 60 ft. 14 0
flying* *Fastest Flyer (tied with Owl)
STR DEX CON INT WIS CHA
5 16 8 2 14 6
Skills: Perception +4

LIZARD
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 10 2 (1d4) 20 ft., 20 ft. Perception
9 Rating
0
climbing
STR DEX CON INT WIS CHA
2 11 10 1 8 3
Senses:Darkvision 30ft.
OCTOPUS
Traits
Hold Breath:Camouflage:
Underwater While out of water, the octopus
The octopus can hold its
has advantage on breath for (Stealth)
Dexterity 30 minutes.
checks made
while Underwater.
Water Breathing: The octopus can breathe only Underwater.
Actions
significant current can disperse the ink. After releasing the ink, the octopus can use the Dash
action as a Bonus Action.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Small 12 3 (1d6) 5 ft., 30 ft. Perception
12 Rating
0
swimming
STR DEX CON INT WIS CHA
4 15 11 3 10 4
Senses: Darkvision 30ft.
Skills: Perception +2, Stealth +4

OWL
Traits
Flyby:Hearing
Keen The owland
doesn't provoke
Sight: Opportunity
The owl Attacks
has advantage on when it flies
Wisdom out of an enemy's
(Perception) reach.
checks that rely on
hearing or sight.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 11 1 (1d4-1) 5 ft., 60 ft.* Perception
13 Rating
0
flying *Fastest Flyer (tied with Hawk)
STR DEX CON INT WIS CHA
3 13 8 2 12 7
Senses: Darkvision 120ft.
Skills: Perception +3, Stealth +3

POISONOUS SNAKE
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 13 2 (1d4) 30ft. (land & Perception
10 Rating
1/8
swimming)
STR DEX CON INT WIS CHA
2 16 11 1 10 3
Senses: Blindsight 10ft.

FISH (QUIPPER)
Traits
Blood Frenzy: The quipper has advantage on melee Attack rolls against any creature that
doesn't have all its hit points.
Water Breathing: The quipper can breathe only underwater.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 13 1 (1d4-1) 40ft. Perception
8 Rating
0
swimming* *Fastest swimmer
STR DEX CON INT WIS CHA
2 16 9 1 7 2
Senses: Darkvision 60ft.

RAT
Traits
Keen Smell: The rat has advantage on Wisdom (Perception) checks that rely on smell.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Passive Challenge
Size AC HP Speed Perception Rating
Tiny 10 1 (1d4-1) 20 ft. 10 0

STR DEX CON INT WIS CHA


2 11 9 2 10 4
Senses: Darkvision 30ft.

RAVEN
Traits
baby crying, or an animal chittering. A creature that hears the sounds can tell they are
imitations with a successful DC 10 Wisdom (Insight) check.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 12 1 (1d4-1) 10 ft., 50 ft. Perception
13 Rating
0
flying
STR DEX CON INT WIS CHA
2 14 8 2 12 6
Skills: Perception +3
SEA HORSE
Traits
Water Breathing: The sea horse can breathe only Underwater.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 11 1 (1d4-1) 20ft. swimming Perception
10 Rating
0

STR DEX CON INT WIS CHA


1 12 8 1 10 2

SPIDER
Traits
Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings,
without needing
Web Sense: to make
While an ability
in contact with acheck.
web, the spider knows the exact location of any other
creature in contact with the same web.
Web Walker: The spider ignores Movement restrictions caused by webbing.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Size AC HP Speed Passive Challenge
Tiny 12 1 (1d4-1) 20 ft. (land & Perception
12 Rating
0
climbing)
STR DEX CON INT WIS CHA
2 14 8 1 10 2
Senses: Darkvision 30ft.
Skills: Stealth +4

WEASEL
Traits
Keen Hearing and Smell: The weasel has advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Passive Challenge
Size AC HP Speed Perception Rating
Tiny 13 1 (1d4-1) 30 ft. 13 0

STR DEX CON INT WIS CHA


3 16 8 2 12 3
Skills: Perception +3, Stealth +5
Expanded List of Familiars
ABYSSAL CHICKEN (Source: Baldur's Gate: Descent into Avernus)
TraitsFlier. The abyssal chicken falls at the end of a turn if it's airborne and the only thing
Bad
holding it aloft is its flying speed.
Attributes
Type Feind
Alignment Chaotic Evil
Passive Challenge
Size AC HP Speed
30ft (land & Perception Rating
Tiny 13 10 (3d4+3) 9 1/4
flying)

STR DEX CON INT WIS CHA


6 14 13 4 9 5
Damage Resistances: cold, fire, lightning
Damage Immunities: poison
Condition Immunities: blinded, poisoned
Skills: blindsight 30ft. (blind beyond this radius)
Languages: understands Abyssal but can't speak

ALMIRAJ (Source: Tomb of Annihilation)


Traits
Keen Senses. The almiraj has advantage on Wisdom (Perception) checks that rely on hearing
or sight.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Passive Challenge
Size AC HP Speed Perception Rating
Small 13 3 (1d6) 50 14 0

STR DEX CON INT WIS CHA


2 16 10 2 14 10
Senses: darkvision 30 ft
Skills: Perception +4, Stealth +5

FLYING MONKEY (Source: Tomb of Annihilation)


TraitsTactics. The flying monkey has advantage on an attack roll against a creature if at least
Pack
one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target Hit: 1 (1d4-1) piercing damage.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil Passive Challenge
Size AC HP Speed Perception Rating
Small 12 3 (1d6) 30ft., 20ft. 11 0
climbing, 30ft
STR DEX CON INT WIS CHA
8 14 11 5 12 6

FOX (Source: Icewind Dale: Rime of the Frostmaiden)


Traits
Keen Hearing. The fox has advantage on Wisdom (Perception) checks that rely on hearing.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=EvilPassive Challenge
Size AC HP Speed Perception Rating
Tiny 13 2 (1d4) 30 ft., burrow 5 13 0
ft.
STR DEX CON INT WIS CHA
2 16 11 3 12 6
Senses: darkvision 60 ft.
Skills: Perception +3, Stealth +5

HARE (Source: Icewind Dale: Rime of the Frostmaiden)


Actions The hare can take the Dash, Disengage, or Hide action as a bonus action on each of
Escape.
its turns.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment [See above] Celestial=Good, Fey=Neutral, Fiend=Evil
Passive Challenge
Size AC HP Speed Perception Rating
Tiny 13 1 (1d4-1) 20ft., burrow 12 0
5ft.
STR DEX CON INT WIS CHA
1 17 9 2 11 4
Skills: Perception +2, Stealth +5

IMP Warlock Pack of the Chain Familliar


Traits
form. Its statistics are the same in each form, except for the speed changes noted. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Devil'sResistance.
Magic Sight. Magical
Thedarkness
imp has doesn't impede
advantage the imp's
on saving darkvision.
throws against spells and other magical
effects.
Actions
+ 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10
(3d6) poison
Invisibility. damage
The on a failed
imp magically save,
turns or halfuntil
invisible as itmuch damage
attacks or untilonitsa concentration
successful one.
ends (as if
concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Attributes
Type Fiend
Alignment Lawful Evil Passive Challenge
Size AC HP Speed Perception Rating
Tiny 13 10 (3d4 + 3) 20 ft., 40 ft. 11 1
flying
STR DEX CON INT WIS CHA
6 17 13 11 12 14
Condition Immunities: Poisoned
Damage
Damage Immunities:
Resistances:Fire, Poison
Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
that aren't Silvered
Languages: Common, Infernal
Senses: Darkvision 120 ft.
Skills: Deception +4, Insight +3, Persuasion +4, Stealth +5

Pseudodragon Warlock Pack of the Chain Familliar


Traits
Keen Senses: The pseudodragon has advantage on Wisdom (Perception) checks that rely on
sight,
Magichearing, or smell.
Resistance: The pseudodragon has advantage on Saving Throws against Spells and
other magical
Limited Effects.
Telepathy: The pseudodragon can magically communicate simple ideas, emotions,
and images telepathically with any creature within 100 ft. of it that can understand a language.
Actions
Bite: MeleeforWeapon
Poisoned 1 hour. IfAttack: +4 to throw
the saving hit, reach
fails 5byft.,5 one target.
or more, theHit: 4 (1d4
target falls+ Unconscious
2) piercing damage.
for the
same Duration, or until it takes damage or another creature uses an action to shake it awake.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment Neutral Good Passive Challenge
Size AC HP Speed Perception Rating
Tiny 13 7 (2d4+2) 15 ft., 60 ft. 13 1/4
flying
STR DEX CON INT WIS CHA
6 15 13 10 12 10
Languages: Understands Common And Draconic But Can't Speak
Senses: Darkvision 60 ft., Blindsight 10ft.
Skills: Perception +3, Stealth +4

Quasit Warlock Pack of the Chain Familliar


Traits
noted. Any Equipment it is wearing or carrying isn't transformed . It reverts to its true form if it
dies.
Magic Resistance: The quasit has advantage on Saving Throws against Spells and other
magical Effects.
Actions
take 5 (2d4) poison damage and become Poisoned for 1 minute. The target can repeat the
saving
the endthrow
of eachat the end
of its of each
turns, with of its turns, Ending
disadvantage if thethe Effect
quasit on itself
is within onofa Sight,
Line success.
Ending the
Effect on itself on a success.
Concentration ends (as if concentrating on a spell). Any Equipment the quasit wears or
carries is Invisible with it.
Attributes
Type Fiend
Alignment Chaotic Evil Passive Challenge
Size AC HP Speed Perception Rating
Tiny 13 7 (3d4) 40 ft. 10 1
STR DEX CON INT WIS CHA
5 17 10 7 10 10
Condition Immunities Poisoned
Damage
Damage Immunities
Resistance Poison
Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing From
Nonmagical Attacks
Languages Abyssal, Common
Skills Stealth +5
Senses Darkvision 120 Ft.

Sprite Warlock Pack of the Chain Familliar


Actions
Longsword: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
action to shake it awake.
creature's Alignment. Celestials, Fiends, and Undead automatically fail the saving throw.
Concentration ends (as if concentrating on a spell). Any Equipment the sprite wears or carries
is Invisible with it.
Attributes
Type Fey
Alignment Neutral Good Passive Challenge
Size AC HP Speed Perception Rating
Tiny 15 (leather 2 (1d4) 10 ft., fly 40 ft. 13 1/4
armor)
STR DEX CON INT WIS CHA
3 18 10 14 13 11
Languages: Common, Elvish, Sylvan
Skills: Perception +3, Stealth +8

TRESSYM (Source: Storm King's Thunder)


Traits
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything
from the tressym's sight.
Keen Smell.
Poison The
Sense. Thetressym hascan
tressym advantage on Wisdom
detect whether (Perception)
a substance checks that
is poisonous rely on
by taste, smell.
touch, or
smell.
Attributes
Type Celestial, Fey, or Fiend (your choice)
Alignment Chaotic Neutral
Passive Challenge
Size AC HP 40ft,Speed 30ft Perception Rating
Tiny 12 5 (2d4) climbing, 40ft 15 0
flying
STR DEX CON INT WIS CHA
3 15 10 11 12 12
Damage Immunities: poison
Languages: understands Common but can't speak
Senses: darkvision 60 ft.
Skills: Perception +5, Stealth +4

Carrying Capacity
Strength Score Light Load* Medium Load Heavy Load
1 3 lbs or less 4-6 lbs. 7-10 lbs.
2 6 lbs or less 7-13 lbs. 14-20 lbs.
3 10 lbs or less 11-20 lbs. 21-30 lbs.
4 13 lbs or less 14-26 lbs. 27-40 lbs.
5 16 lbs or less 17-33 lbs. 34-50 lbs.
6 20 lb. or less 21-40 lb. 41-60 lb.
7 23 lb. or less 24-46 lb. 47-70 lb.
8 26 lb. or less 27-53 lb. 54-80 lb.
Note: These numbers are 1/2 for Tiny creatures, 3/4 for Small creatures
*Flying creatures can only fly if they are carrying a light load or less

Possible Uses
Scout: A flying, for Familiars*
inconspicuous, Source
tiny animal that you can perceive*Some
throughof these are up
its senses to ityour
and DMs discretion,
communicates
telepathically. try at your own risk.
Lookout: Doesn’t
Help Action: Give need to sleep,
advantage andout
in and all the benefitsExamples:
of combat. of listed under Scout.
distract enemies/hold tools/look scary to
intimidate/etc.
Interacting With Objects: Pick up disarmed objects, drop acid flasks/hunting traps/caltrops/etc., anchor a
grappling hook/tie
Size/Mobility: Biggera rope
isn’t off, handoff
always items.
better. They can get into places you can’t. It could fly into a high window,
crawl up a smooth wall, or perhaps squeeze under a locked door.
Deliver
summonTouch
it afterSpells: Spare
X amount of the
time.dying, curehave
It might wounds and
useful shocking grasp
information or news justofgot a lot more versatile.
reinforcements. (the intricacy of
the message it relays back to you would depend on its intelligence level)
Familiar Step: Use an action to see thru its eyes, then a bonus action Misty Step where you can see now.
Medevac: Levitate someone out a sticky situation then have a flying familiar tow them to safety. Source
Doctor Familiar: Administer a healing potion, or use a healer’s kit. It might require some leniency, and thumbs.
Ventriloquist: Use minor illusion to entertain townsfolk, or spook goblins.
Tiny terminator: Cast Mage armor on your familiar to help makes those few precious Thankshittopoints last. and
CompanyCo
Tiny Dragon:
Rogue's Cast Dragon's
Assistant: Send yourBreath (XGTE)
familiar on your
to a place familiar
adjacent to an enemy, and Carlos Luna for this suggestion
then your party's rogue can sneak attack Thanks to Carlos Luna for this
suggestion
Thanks to Lanz Singbeil who made this personality generator
Find Familiar: P
Roll 1d6
Morose 1 2
in the world but it just makes them Kind
1-2 Celestial Mischevious
(Chaotic
really depressed.
pranking The world
people, both is on fire. (PURE good)
party members
3-4 Fey Good)
(Chaotic in therandom
body ofNPCs.
a familiar and really
forcedtake
to Curious
Maniacle and Doesn't
5-6 Fiend Neutral) do your bidding. Always wants to have Lustful
(Chaotic Evil)
you try to do evil things. Just wants to
First roll for the type of familiar (celestial, fey, or fiend) then roll for its personality.
You can also just use this to help you come up with ideas for the personality if you and/or you
The alignments are optional things to consider in addition to personality.
Find Familiar: Personality Generator
Roll 1d4
2 Fatherly 3
Stern and Loyal. Focus on
Kind and caring to all living things and
(Lawful - responsibility.
world and just wants you
Calls out
to go on your
back to the
intensely
Asks empathetic
questions about EVERYTHING.
Constantly throwing Good)
Disinterested bullshit.
feysome Occasional
wildskind.
and wants Dad
A bit oftoabeJokes.
Wants to learn aboutout
thesexual
mortal world. Calculating of conspiracy
inuendos and wants to watch mortals unsommoned.
theorist. WantsDoesn't find scheme
to help you anything in
(Lawful - Evil)
copulating. and plan and thinks you are an expert
n roll for its personality.
for the personality if you and/or your party want to decide together.
to personality.
Emotionless 4
(Lawful - Purely
Absolutelylogical. Like of
terrified a vulcan or a robot.
non-magic
Neutral)
Fearful things.
Will do Thinks thatanything
absolutely the mortal realm
it can to is
Devoted full of danger (and is correct).
please you. A loyal servant. Will punish
self if it fails you in any way.

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