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Vermin Familiar

Adversary overview

Infesting Hag Companion

This is a converted 5e Adversary from Legend of Avantris’s “The Crooked Moon” module. The description comes from “The Crooked Moon Part Two: Monsters and Adventure Module”.

Capricious Fey spirits incarnated into bodies reminiscent of normal pests, vermin familiars serve spellcasters and especially vermin hags. While they are most often drawn to serve wicked masters, they also delight in playing the part of dutiful servants to corrupt spellcasters who aren’t evil.

Secret. Vermin familiars are gripped by deep-seated fears shared by the vermin forms they inhabit, and as such, are terrified of dogs and other canines.

Stat block

Tier
1
Type
Standard
Difficulty
13
HP
5
Stress
3
Attack mod
+1
Damage thresholds
Minor Damage — Mark 1 HP Minor
Mark 1 HP
7
Major Damage — Mark 2 HP Major
Mark 2 HP
12
Severe Damage — Mark 3 HP Severe
Mark 3 HP

Standard attack

Rend
Range: Melee
Damage: 1d8+1
Attack Mod: +1
Damage Type: Physical

Features

Passives

  • Disparate Incarnation

    The familiar incarnates in a body similar to a pest: Centipede, Pigeon, or Weasel, which determines other traits and actions the familiar has.

  • Fear of Canines

    If the familiar can see a dog, wolf, or other canine when it is spotlighted, it has the it must mark a Stress. While in the presence of the source of its fear, it has Disadvantage on all Reaction Rolls.

  • Flyby (Pigeon Only)

    The Familiar can fly up to Far Range to engage with a target. If beyond that range, the Familiar must mark a Stress.

  • Spider Climb (Centipede Only)

    The Familiar can walk on walls and ceilings as if they are regular terrain.

  • Vermin Telepathy

    The Familiar can magically control other Hordes of its Incarnation, including Boogleswarms, Skitterswarms, and Squadswarms, within Very Far Range of itself.

  • Incarnated Assault: Infectious Sting (Centipede Only)
    fear 1

    A target within Melee range must succeed on a Strength Reaction Roll (DC 12) or be Poisoned, taking 2 Direct Damage while the condition persists. The target can Spend 1 Hope to attempt the Strength Reaction Roll again. On a success, the target only takes 1 Direct Damage and is not poisoned.

  • Incarnated Assault: Terrifying Flutter (Pigeon Only)
    fear 1

    A target within Very Close range the Familiar can see must succeed on a Knowledge Reaction Roll (DC 12). On a failure, the target takes 2d6 magic damage and is Vulnerable (Frightened) until the Familiar’s next spotlight. While Frightened, the target must move as far away from the Familiar as possible, invoking Agility Rolls to do so. On a success, the target only takes half damage.

Actions

  • Incarnated Assault: Confounding Scratch (Weasel Only)
    fear 1

    A target within Very Close range the Familiar can see must succeed on a Presence Reaction Roll (DC 12). On a failure, the target is confused and is Vulnerable. The target also takes 2d6 magic damage. On a success, the target only takes half damage.

Reactions

Motives & tactics

Experiences

  • Horrify +2
  • Control Horde +2

Vermin Familiar

Tier 1 standard

Infesting Hag Companion

Motives & Tactics:

Difficulty: 13 | Thresholds: 7/12 | HP: 5 | Stress: 3

ATK: +1 | Rend: Melee | 1d8+1 Physical

Experience: Horrify +2, Control Horde +2

HP:

STRESS:

Features

Disparate Incarnation - Passive: The familiar incarnates in a body similar to a pest: Centipede, Pigeon, or Weasel, which determines other traits and actions the familiar has.
Fear of Canines - Passive: If the familiar can see a dog, wolf, or other canine when it is spotlighted, it has the it must mark a Stress. While in the presence of the source of its fear, it has Disadvantage on all Reaction Rolls.
Flyby (Pigeon Only) - Passive: The Familiar can fly up to Far Range to engage with a target. If beyond that range, the Familiar must mark a Stress.
Spider Climb (Centipede Only) - Passive: The Familiar can walk on walls and ceilings as if they are regular terrain.
Vermin Telepathy - Passive: The Familiar can magically control other Hordes of its Incarnation, including Boogleswarms, Skitterswarms, and Squadswarms, within Very Far Range of itself.
Incarnated Assault: Confounding Scratch (Weasel Only) - Action: A target within Very Close range the Familiar can see must succeed on a Presence Reaction Roll (DC 12). On a failure, the target is confused and is Vulnerable. The target also takes 2d6 magic damage. On a success, the target only takes half damage.
Incarnated Assault: Infectious Sting (Centipede Only) - Passive: A target within Melee range must succeed on a Strength Reaction Roll (DC 12) or be Poisoned, taking 2 Direct Damage while the condition persists. The target can Spend 1 Hope to attempt the Strength Reaction Roll again. On a success, the target only takes 1 Direct Damage and is not poisoned.
Incarnated Assault: Terrifying Flutter (Pigeon Only) - Passive: A target within Very Close range the Familiar can see must succeed on a Knowledge Reaction Roll (DC 12). On a failure, the target takes 2d6 magic damage and is Vulnerable (Frightened) until the Familiar’s next spotlight. While Frightened, the target must move as far away from the Familiar as possible, invoking Agility Rolls to do so. On a success, the target only takes half damage.

Discussion

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