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.
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Several seafarers familairs' can be found in Stormwrack; those are not used. Instead this list is used. Some of these are inspired by Stormwrack, along with other more exotic options.
||Crab ||| New ||| +1 natural armor ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
||[[Crab (D&D Creature)|Crab, Tiny]] ||| New ||| +1 natural armor ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
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||Monkey ||| MM 276 ||| +3 Sleight of hand ||| The monkey has clever paws that allows the use of many skills normally not usuable by familiars.
||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.
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||Monstrous centipede, tiny ||| MM 287 ||| +3 Hide ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
||Monstrous centipede, tiny ||| MM 287 ||| +3 Hide ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
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||Monstrous scorpion, tiny ||| MM 287 ||| +2 Fort saves vs. poison ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects. The monstrous scorpion familiar lacks tremorsense.
||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.
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||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.
||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.
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||Octoupus, tiny |||New ||| +3 Escape artist |||
||[[Octopus (D&D Animal)|Octopus, tiny]] |||New ||| +3 Escape artist |||
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||Otter ||| Sto 157 ||| +3 Craft||| This can be either a sea or freshwater otter
||Otter ||| Sto 157 ||| +3 Craft||| This can be either a sea or freshwater otter
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||Parrot ||| MM278 (Raven) ||| +3 Appraise ||| Can speak one language as a supernatural ability.
||Parrot ||| MM278 (Raven) ||| +3 Diplomacy ||| Can speak one language as a supernatural ability.
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||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.
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=== Crab ===
This writeup is based on the one in Stormwrack, page 141, adjusted for tiny size.
Special Qualities: Amphibious, low-light vision, scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 6, Dex 13, Con 12, Int -, Wis 11, Cha 2
Skills: Hide +13, Spot +4
Feats: Weapon finesse
Crabs are voracious scavengers that will eat anything, living or dead, they come across.
'''Constrict''' (ex): A crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
'''Improved Grab''' (ex): To use this ability, a crab must hit with a claw attack. It can then attempt tp start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Crabs have a +4 racial bonus and can use either Strength or Dexterity bonus on grapple tests.
'''Amphibious''' (ex): Altough crabs are aquatic, they can survive indefinitely on land.
'''Vermin Traits''': A crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
'''Skills''': A crab has a +4 racial bonus on Hide and Spot checks.
=== Octopus, tiny ===
This writeup is based on the one in Monster Manual, page 276, adjusted for tiny size.
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
'''Improved Grab (Ex)''': To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. It can use either Strength or Dexterity for grapple tests.
'''Ink Cloud (Ex)''': An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Ink Could only works underwater.
'''Jet (Ex)''': An octopus can jet backward once per minute as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Jet only works underwater.
'''Hold breath (Ex)''': An octopus can hold its breath for a number of rounds equal to 8x its Constitution score before it risks drowning. For a typical octopus, this is 88 rounds, or just over 8 minutes.
'''Skills''': An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
[[Category:D&D]]
[[Category:D&D]]
Revision as of 11:12, 6 August 2007
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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.