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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.
Crab, Tiny
Winged Cat
+1 natural armor
+3 Spellcraft
Crab, Tiny
Winged Monkey
+1 natural armor
+3 Sleight of Hand
Crab, Tiny
Winged Serpent
+1 natural armor
+3 Bluff