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Otherworldly Familiar in Dungeons & Dragons 5e

Otherworldly Familiar CR: -

Tiny celestial, fey, or fiend (choose when casting the spell), neutral
Armor Class: 10 + 2 (Land only) + 1 per spell level (natural armor)
Hit Points: 2 + 2 per spell level (the familiar has a number of Hit Dice [d4s] equal to the spell’s level)
Speed: 30 ft , fly: 30 (Air only) ft , swim: 30 (Water only) ft , climb: 30 (Land Only) ft

STR

3 -4

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

14 +2

CHA

8 -1

Senses: Darkvision 60 ft., passive Perception 12
Languages: Telepathy 120 ft. (only between you and the familiar)
Challenge Rating: -
Proficiency Bonus: equals your bonus

Amphibious (Water Only). The familiar can breathe air and water.   Extradimensional Escape (Recharges after a Long Rest). When the familiar would drop to 0 Hit Points, it instead drops to 1 Hit Point and vanishes into an extradimensional space, leaving behind anything it was wearing or carrying. It remains there for 1 hour or until you summon it as a Magic action, and then it reappearsin your space.

Actions

Otherworldly Scratch. Melee Spell Attack: your Spell Attack Modifier to hit, reach 5 ft., one target. Hit: 1 + the spell’s level of Radiant damage (Celestial), Psychicdamage (Fey), or Necrotic damage (Fiend).

Reactions

Deliver Spell. When you cast a spell with a range of touch, the familiar can deliver the spell with its touch.To do so, the familiar must be within 120 feet of you.


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