Appendix C: Companions & Familiars
While a summoner can call upon temporary minions, many Demigods form lasting bonds with the creatures of the realms. A loyal pet or familiar can be a trusted friend, a helpful scout, or even a valiant protector. Acquiring such a companion often requires a successful Charisma (Beast Master) check, a specific quest, or simply an act of kindness, all subject to the Battle Master's discretion.
The following are baseline statistics for common companions. These creatures do not typically engage in combat but may be targeted. They do not use the Demayth Deck.
Common Companions
Mastiff
Size: Medium | Type: Beast Large, loyal canines bred for their strength and courage. They are fiercely protective of their chosen family.
- HP: 12 | AP: 1 (Thick Fur) | MS: 0
- Movement: 1d8 spaces (Walk)
- Attributes: Strength 15 (+2), Dexterity 12 (+1), Constitution 15 (+2), Intelligence 3 (-2), Wisdom 12 (+1), Charisma 7 (-1)
- Genetic Traits:
- Powerful Jaws: Bred for holding and guarding.
- Sturdy Build: A thick, muscular frame built for endurance.
- Keen Ears and Nose: Can pick up on subtle sounds of distress or danger. +1 to Perception checks that are made with hearing or sniffing.
- Notable Trait (Guardian): When an enemy the Mastiff can see attacks its master, the Mastiff's protective instincts and Sturdy Build allow it to use its reaction to move up to its speed toward the attacker. The Mastiff, if it becomes adjacent to the attack, will jump in front of the attack, and will take the attack instead of the master or creature.
Sand Cat
Size: Tiny | Type: Beast A small, resilient feline native to the deserts of Sul Han, known for its stealth and uncanny sense of direction.
- HP: 5 | AP: 0 | MS: 0
- Movement: 1d6 spaces (Walk)
- Attributes: Strength 3 (-2), Dexterity 16 (+2), Constitution 10 (0), Intelligence 3 (-2), Wisdom 14 (+1), Charisma 7 (-1)
- Genetic Traits:
- Padded Paws: Thick fur on its paws protects it from hot sand and muffles its steps.
- Desert Fur: A pale, sandy coat provides excellent camouflage and reflects heat.
- Notable Trait (Desert Acclimated): Thanks to its unique physiology and Desert Fur, the Sand Cat has advantage on checks to resist exhaustion from heat and has advantage on Survival checks to navigate desert terrain.
Messenger Hawk
Size: Tiny | Type: Beast Birds of prey with remarkable intelligence, trained to carry messages over long distances.
- HP: 4 | AP: 0 | MS: 0
- Movement: 1d10 spaces (Fly)
- Attributes: Strength 5 (-2), Dexterity 18 (+3), Constitution 8 (-1), Intelligence 2 (-3), Wisdom 15 (+2), Charisma 6 (-1)
- Genetic Traits:
- Broad Wingspan: Allows for long, soaring flights and impressive speed.
- Telescopic Vision: Its eyes are naturally adapted to spotting details from extreme heights.
- Notable Trait (Keen Sight): The hawk's Telescopic Vision grants it advantage on Wisdom (Perception) checks that rely on sight.
Glimmerwing Moth
Size: Small | Type: Beast Native to the Twilight Forest, these large, docile moths have wings that shed a soft, bioluminescent light.
- HP: 6 | AP: 0 | MS: 0
- Movement: 1d8 spaces (Fly, Hover)
- Attributes: Strength 3 (-2), Dexterity 15 (+2), Constitution 10 (0), Intelligence 1 (-3), Wisdom 12 (+1), Charisma 7 (-1)
- Genetic Traits:
- Bioluminescent Scales: The dust on its wings contains a natural chemical that glows in the dark.
- Gossamer Wings: Its large, delicate wings allow for near-silent flight.
- Notable Trait (Calming Light): The moth's Bioluminescent Scales shed a dim, calming light in a 15-foot radius. Any friendly creature that starts its turn in this light has advantage on saving throws against being Frightened.
Exotic & Magical Beasts
Shard-Lizard
Size: Tiny | Type: Magical Beast Small, six-legged lizards that live near Demayth Nexuses, their scales infused with faint magical energy.
- HP: 7 | AP: 1 (Crystal Scales) | MS: 2
- Movement: 1d4 spaces (Walk, Climb)
- Attributes: Strength 2 (-3), Dexterity 11 (0), Constitution 13 (+1), Intelligence 6 (-1), Wisdom 10 (0), Charisma 5 (-2)
- Genetic Traits:
- Crystalline Scales: Its scales are formed from crystallized Demayth, providing minor protection.
- Demayth-Attuned Organ: A small internal organ that passively absorbs and stores ambient magical energy.
- Notable Trait (Demayth Siphon): Once per day, the lizard's owner can draw upon the stored energy in its Demayth-Attuned Organ. When casting a spell while Spellcrafting, they can reduce its Demayth Point cost by 1 (to a minimum of 0).
Hover-Puffer
Size: Small | Type: Magical Beast A strange, buoyant creature resembling a pufferfish that floats gently through the air, found in the Skyreach Mountains.
- HP: 9 | AP: 0 | MS: 0
- Movement: 1d6 spaces (Fly, Hover)
- Attributes: Strength 1 (-3), Dexterity 6 (-1), Constitution 16 (+2), Intelligence 2 (-3), Wisdom 12 (+1), Charisma 3 (-2)
- Genetic Traits:
- Buoyant Gas Bladder: An internal organ that generates a lighter-than-air gas, allowing it to float.
- Retractable Quills: Sharp, needle-like quills are hidden just beneath its skin.
- Notable Trait (Puff Up): As a reaction when it or its owner is attacked, the Hover-Puffer can rapidly fill its Buoyant Gas Bladder and extend its Retractable Quills. Its size becomes Medium, and any creature that hits it with a melee attack while it is puffed up takes 1d4 Piercing damage. The effect lasts for 1 minute.
Mimic Sapling
Size: Tiny | Type: Monstrosity (Plant) An incredibly rare and difficult-to-train creature that appears as a small, potted plant but can imitate mundane objects.
- HP: 10 | AP: 2 (Bark Skin) | MS: 0
- Movement: 1d4 spaces (Walk)
- Attributes: Strength 4 (-2), Dexterity 8 (-1), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 10 (0), Charisma 14 (+1)
- Genetic Traits:
- Malleable Bark: Its cellular structure is unstable, allowing it to rapidly reshape its form.
- Sentient Root System: Its roots act as a simple brain and allow for slow, deliberate movement.
- Notable Trait (Object Mimicry): As an action, the Mimic Sapling can manipulate its Malleable Bark to transform into any non-magical, Tiny-sized object it has seen before (a cup, a book, a rock, a dagger). It retains its stats but is indistinguishable from the real object upon a casual glance.
Clockwork Companion
Size: Small | Type: Construct A product of Dragonwrath or Artificer ingenuity, programmed for loyalty and simple tasks.
- HP: 15 | AP: 4 (Metal Plating) | MS: 0
- Movement: 1d6 spaces (Walk)
- Attributes: Strength 14 (+1), Dexterity 11 (0), Constitution 12 (+1), Intelligence 4 (-2), Wisdom 6 (-1), Charisma 1 (-3)
- Genetic Traits:
- Interlocking Metal Plates: Its body is a shell of crafted metal plates.
- Arcane Power Core: A small, magical core provides the energy for its functions.
- Notable Trait (Construct Nature): Because of its mechanical body and Arcane Power Core, the Clockwork Companion is immune to poison and disease. It does not need to eat, sleep, or breathe. It requires 1 hour of maintenance per day to remain functional.
Faerie Dragon
Size: Tiny | Type: Dragon (Fey) A mischievous, cat-sized dragon with butterfly wings. It is not a true dragon, but a fey creature that embodies the playful and chaotic magic of its home realm.
- HP: 8 | AP: 0 | MS: 5
- Movement: 1d4 spaces (Walk), 1d8 spaces (Fly)
- Attributes: Strength 3 (-2), Dexterity 17 (+2), Constitution 11 (0), Intelligence 14 (+1), Wisdom 12 (+1), Charisma 15 (+2)
- Genetic Traits:
- Fey Ancestry: It has a natural connection to the whimsical and deceptive magic of the fey. It has the ability to cast magic in the schools of Psyche, Alteration, and Protection.
- Prismatic Scales: Its scales shimmer with all the colors of the rainbow.
- Notable Trait (Euphoria Breath): Once per day, as an action, the Faerie Dragon can exhale a 15-foot cone of sparkling gas. Creatures in the cone must succeed on a DC 12 Will saving throw or be overcome with giddy laughter, effectively gaining the Confused condition for 1 minute.
Rock Badger
Size: Small | Type: Beast A squat, powerful badger native to the mountains of the Dwarven territories. Its claws are tough enough to dig through solid rock, and its hide is as tough as granite.
- HP: 14 | AP: 3 (Rocky Hide) | MS: 0
- Movement: 1d6 spaces (Walk), 1d4 spaces (Burrow)
- Attributes: Strength 14 (+1), Dexterity 10 (0), Constitution 17 (+2), Intelligence 2 (-3), Wisdom 12 (+1), Charisma 5 (-2)
- Genetic Traits:
- Adamantine Claws: Its claws are incredibly dense, allowing it to dig through stone.
- Stone-like Hide: Its thick hide is mottled grey and provides excellent natural armor.
- Notable Trait (Burrow): The Rock Badger can burrow through solid, non-magical earth and stone at its burrow speed, leaving a 5-foot-diameter tunnel in its wake.
Gloomfang Cub
Size: Small | Type: Monstrosity The young of a large, shadow-aspected predator from the Realm of Shadows. It appears as a panther-like cat made of shifting darkness, with eyes that glow with a faint, cold light.
- HP: 11 | AP: 0 | MS: 3
- Movement: 1d8 spaces (Walk)
- Attributes: Strength 12 (+1), Dexterity 17 (+2), Constitution 13 (+1), Intelligence 4 (-2), Wisdom 14 (+1), Charisma 8 (-1)
- Genetic Traits:
- Shadow Form: Its body is composed of semi-solid darkness.
- Silent Paws: It makes no sound when it moves.
- Notable Trait (Shadow Meld): While in dim light or darkness, the Gloomfang Cub can use a bonus action to become Invisible. The invisibility lasts until it moves, attacks, or is in an area of bright light.
Aetherwing Butterfly
Size: Tiny | Type: Magical Beast A beautiful butterfly whose wings seem to be woven from raw Demayth energy. They are drawn to spellcasters and can absorb and redirect magical forces.
- HP: 3 | AP: 0 | MS: 8
- Movement: 1d10 spaces (Fly, Hover)
- Attributes: Strength 1 (-3), Dexterity 20 (+3), Constitution 6 (-2), Intelligence 10 (0), Wisdom 13 (+1), Charisma 14 (+1)
- Genetic Traits:
- Aetheric Wings: Its wings are not physical, but made of pure, shimmering magic.
- Magic Siphon: It has the innate ability to draw in and store small amounts of magical energy.
- Notable Trait (Spell Siphon): As a reaction when its master casts a spell, the Aetherwing can absorb some of the residual energy. The next time the master casts a spell, they can add a +1 bonus to its attack or increase its save DC by 1. This effect can only be used once per long rest.
Tome Mite
Size: Tiny | Type: Construct A tiny, spider-like construct originally created by Arkana librarians to maintain vast archives. It has a single, large crystal eye and delicate legs perfect for traversing bookshelves.
- HP: 6 | AP: 2 (Bronze Plating) | MS: 1
- Movement: 1d4 spaces (Walk, Climb)
- Attributes: Strength 2 (-3), Dexterity 14 (+1), Constitution 10 (0), Intelligence 16 (+2), Wisdom 11 (0), Charisma 3 (-2)
- Genetic Traits:
- Crystal Lens Eye: Its eye can magnify text and detect magical runes.
- Archival Mandibles: Its small mandibles are designed to gently handle and turn even the most delicate pages.
- Notable Trait (Arcane Skitter): The Tome Mite can be commanded to quickly find information. When its owner is in a library or archive, they can make any Intelligence check to find information with advantage, as the Mite skitters through the shelves, scanning books at an incredible speed.