Familiars (D&D)

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Unofficial rules compendium

Several seafarers familiars' can be found in Stormwrack; those are not used. Instead this list is used. Some of these are from Stormwrack, along with other more exotic options.

Familiar Reference Master gains... Notes
Crab, Tiny New +1 natural armor Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
Monkey MM 276 +3 Sleight of hand The monkey has clever paws that allows the use of many skills and weapons normally not usable by familiars.
Monstrous centipede, tiny MM 287 +3 Hide Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
Monstrous scorpion, tiny MM 287 +3 Balance Vermin as familiars are intelligent and thus not immune to mind-affecting effects. The monstrous scorpion familiar lacks tremorsense.
Monstrous spider, tiny, hunter MM 287 +3 Jump Vermin as familiars are intelligent and thus not immune to mind-affecting effects. The monstrous spider familiar lacks tremorsense.
Octopus, tiny New +3 Escape artist
Otter Sto 157 +3 Craft This can be either a sea or freshwater otter
Parrot MM278 (Raven) +3 Diplomacy Can speak one language as a supernatural ability.
Raccoon MM 276 (Monkey) +3 Disable Device The raccoon has clever paws that allows the use of many skills normally not usable by familiars. It cannot use normal weapons.
Winged Cat New +3 Spellcraft
Winged Monkey New +3 Sleight of Hand
Winged Serpent New +3 Bluff
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