Special Conversion Thread: Supernatural Familiars


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We now move into the "natural familiars" portion of the article...

Natural familiars
The special familiars of the material plant are a diverse group, varying widely in their characteristics and the powers they confer upon their masters. The similarities between them are (from the spellcaster’s point of view) more negative than positive. They do not add their hit points to those of their master as do normal familiars, and they do not confer regenerative powers as do supernatural special familiars. On the other hand, the master of a natural special familiar does not lose hit points or levels if the familiar is killed. The natural familiars are less concerned with alignment behavior than their extraplanar counterparts; they are natives of the material plane, and, as such, are more familiar with the shades of gray that abound in the material plane’s alignment structure.

While natural familiars will serve more or less faithfully, they are free-willed beings and can think for themselves. They will have had lives of their own before taking up service, and ideas of their own, which may be at variance with the outlook of their master even if they happen to be an exact match in alignment. They are in fact rather like henchmen and should be considered as such in cases that call for morale and loyalty checks. While normal familiars are willing (or at least unwitting) slaves or pets, and supernatural special familiars have other loyalties and purposes, the natural special familiars occupy an intermediate between these extremes’ position.

There are few strings attached if a magicuser obtains the service of a natural special familiar. In general, the familiar will require good treatment, up to and including gifts of magic items they can use (there are a few) if their loyalty is to be assured. A natural special familiar will leave its master if conditions become intolerable, and the effects of this will be the same as if it had been sent away (see page 44 of the DMG). If the familiar is killed, there is no ill effect on the magic-user beyond the loss of any special abilities the familiar had bestowed upon its master. However, the chance for the same magic-user to get another familiar of the same type is drastically reduced. The kindred souls of the slain familiar will know instinctively that one of their fellows met a tragic end while serving that magic-user, and they will understandably be reluctant to follow the same course. If another familiar of the same type as the slain one is indicated on a later casting of the find familiar spell, the creature will have a 100% magic resistance (instead of its normal resistance, if applicable) that must be overcome before the creature will hear the call.

As pointed out earlier in the section on supernatural familiars, any creature is allowed a saving throw to escape the effect of the find familiar spell. In the case of a natural special familiar, this represents the chance that the creature will have serious doubts about entering into service. Life as a familiar can offer hazards as well as rewards, if the call comes from an adventuring spellcaster. On the other hand, life with a sedentary magic-user could be boring and unsatisfying. Perhaps the creature being called finds something objectionable in the behavior or appearance of its would-be master; similar alignments don.t necessarily make for a smooth relationship. Even potential familiars with no other commitments and little to lose might be reluctant, for reasons that may be fully known only to them.

It isn’t necessary to postulate a different type of natural special familiar for every spot on the alignment spectrum, as was the case for supernatural familiars. Being residents of the material plans, natural familiars generally have some inherent flexibility where alignment is concerned. For instance, although most brownies are equally concerned with law and good, some put a greater emphasis on obedience and order than on happiness. The type of natural familiar that can be obtained by a magicuser of a certain alignment is as follows:
LG to LN Brownie
LE to NE Durocib
Neutral Haudhla
CE to CN Veeru
CG to NG Pseudodragon

The brownie and the pseudodragon are described in the Monster Manual. Descriptions of the others are given below. Each type of familiar has its preferred habitat, but since they are hardy and (in the case of the individuals summoned) adventurous, they might be found anywhere. The DM must rule on this, but it seems reasonable that a natural special familiar would be summonable anywhere in the imaginary world of the campaign, with the possible exception of such places as polar ice caps and the middle of an ocean. In most cases it will not be too difficult to argue that some trick of fate has brought one of these potential familiars within range of the spell. After all, the lives of adventurers abound with strange circumstances and odd coincidences, of which this might be a relatively minor one.
 

Durocib
FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 7
HIT DICE: ½
% IN LAIR: 20%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save as 7th level thief
MAGIC RESISTANCE: As above
INTELLIGENCE: Low (high cunning)
ALIGNMENT: Neutral evil
SIZE: S (1¼’ tall)
PSIONIC ABILITY: Nil
LEVEL/X.P. VALUE: III/ 60 + 1/hp

Though these nocturnal creatures are most common in the trees of temperate to subtropical lands, they are adventurous and may be found almost anywhere after dark. Despite their small size, they are feared for their malevolence and for the effects of their gaze. The durocib’s gaze affects all types of creatures that are subject to the magic-user charm person spell. Anyone who meets the gaze of a durocib must save vs. spell or become temporarily insane. Those afflicted will acquire a mental sickness of an immediately debilitating type (choose at random from the table on page 83 of the Dungeon Masters Guide) such as hebephrenia, catatonia, or hallucinations.

Victims of the gaze must immediately save vs. spell a second time, and if this save is also failed, the victim is not afflicted with insanity but instead will fall under the mental control of the durocib, with effects identical to those of a charm person spell. The victim will not be visibly changed, and while receiving orders or carrying them out will act and appear normal. The durocib must remain within 1" of its victim to maintain this control, and usually accomplishes this by perching on the victim.s shoulder. The temporary insanity will last for 2-8 hours, and the victim will not be subject to the durocib’s gaze again for one day after the insanity ends. Those who fall victim to the mental control effect of the gaze have the same chance of breaking free as if the victim was under the influence of charm person. As with the insanity effect, a victim who breaks the charm cannot be affected again for at least one day afterward.

Usually slow and deliberate in its movements, the durocib is capable of sudden darts and lunges, and has an uncanny ability to sense the intent of an enemy an instant before the enemy takes any action. Because of this characteristic, the durocib makes saving throws as a 7th-level thief. The creature has in addition a number of thieflike abilities, all performed with the same chance of success as a 7th-level Halfling thief. They can move silently, hide in shadows, climb walls, and detect traps; the latter ability is limited to snares and pits only. Because of their keen senses, durocibs are never surprised and can surprise others on a 1-4. Though they are clever with bolts and latches and can use simple tools, durocibs are unable to become skilled with weapons.

These small horrors are fierce if cornered, and will always attack when they have a clear advantage, but are also cowardly. They accomplish less evil than they might because they are so petty and greedy. Durocibs have a language of sorts, which can be understood by someone using comprehend languages but not otherwise learned or used by other creatures. Very seldom will a durocib make the effort to learn the common tongue, and those that do are never fluent in it; their harsh hisses and guttural sounds make them very difficult to understand.

Durocibs take great delight in tormenting the weak and helpless, when they can get away with it; in fact, little else can hold the attention of a durocib for any length of time. If a durocib scores a hit with its bite, it can choose to hold onto its victim and drain blood at the rate of 1-4 points per round thereafter. The durocib will maintain its hold until it chooses to retreat, until it is killed or rendered unconscious, or until it drains 14 hit points worth of blood.

Durocibs enjoy hoarding jewelry and gems, and may even wear some baubles. There is a 20% chance that a durocib will have a small gem or piece of jewelry in its lair.

Durocibs resemble tailless, round-headed monkeys, small but stockily built. They are covered with short, dense grey fur with a pattern of dark grey or black bands in it that is unique to each durocib. They have large, reddish-brown eyes that exude a reddish glow in the dark when they are employing their infravision (range 12”).

A magic-user who acquires a durocib as a familiar can receive all the sensory information the creature gathers, through a telepathic link that has a range of 12.. The master also gains an 18 dexterity and a bonus of +1 on all saving throws.
 



Ok, easy stuff: they sound like they should get some kind of insight bonus on attacks and probably AC, as well as having good Spot, Listen, and init. This also seems like another one with attach and blood drain. The gaze is a little weird, and I'm not quite sure what to do there.
 

Another insanity thing. Last time it was the mapmaker, and we gave those confusion, right? I'm thinking shaken might be appropriate here, but a gaze attack is still more serious than any of the other familiars. Perhaps it takes a standard action and targets a specific individual, like a vampire's dominating gaze?
 

Given the description of the insanity, shaken is reasonable. And I like your suggestion of making it like the vampire to keep it a little under control. Especially as there is a possible domination component to it.
 

Something like this, then?

Malevolent Gaze (Su): A durocib can unsettle an opponent simply by looking onto his or her eyes. This is similar to a gaze attack, except that the durocib must take a standard action, and those merely looking at it are not affected. Anyone the durocib targets must succeed on a DC X Will save or be shaken for xdx rounds. A creature that fails its save must make a second DC X Will save or fall instantly under the durocib's influence as though by a charm person spell from a xth-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.
 

Tiny magical beast?

That seems quite possible, although there is a case for Monstrous Humanoid.

Are we keeping the half-a-hit dice? I'd prefer to boost it to 2HD, like a Pseudodragon.

What kind of ability scores do you fancy? Somewhere around a Grig's but with a lower Intelligence? The SRD Monkey might also be a useful comparison.

Grig: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Monkey: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5

The Grig looks a better fit. We could just average its Int 10 with the Monkey's 2:

Durocib: Str 5, Dex 18, Con 13, Int 6, Wis 13, Cha 14

That looks a decent start.
 

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