Medium elemental magical beast
HP your bloodied value
Initiative equal to yours
AC 14, Fortitude 13, Reflex 14, Will 13 Perception equal to yours + 2
Speed land 0 , fly 6 (hover; altitude limit 2)
Debris Cloud Aura 2
The aura is lightly obscured to enemies.
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d10 + your Wisdom modifier damage, and the zephyr can slide the target 1 square.
Level 13: 1d10 + 3 + your Wisdom modifier damage.
Level 23: 2d10 + 5 + your Wisdom modifier damage.
Str 12 Dex 20 Wis 14
Con 17 Int 3 Cha 7
Medium natural beast
HP your bloodied value
Initiative equal to yours
AC 13, Fortitude 15, Reflex 11, Will 15 Perception equal to yours + 2
Speed 6 low-light vision
Guardian Companion Aura 1
Allies gain a +2 power bonus to all defenses while in the aura.
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d12 + your Wisdom modifier + your Constitution modifier damage.
Level 13: 1d12 + 3 + your Wisdom modifier + your Constitution modifier damage.
Level 23: 2d12 + 5 + your Wisdom modifier + your Constitution modifier damage.
Str 20 Dex 12 Wis 16
Con 17 Int 2 Cha 6
Medium natural beast
HP your bloodied value
Initiative equal to yours
AC 15, Fortitude 13, Reflex 13, Will13 Perception equal to yours + 2 (add your level to each defense)
Speed 8
Faithful Pack Hound Aura 1
Enemies grant combat advantage while in the aura.
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage.
Level 13: 1d8 + 2 + your Wisdom modifier + your Constitution modifier damage.
Level 23: 2d8 + 4 + your Wisdom modifier + your Constitution modifier damage.
Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6
Tiny elemental humanoid (demon)
HP your bloodied value
Initiative equal to yours
AC 15, Fortitude 11, Reflex 13, Will 15 (add your level to each defense) Perception equal to yours +2
Speed land 8 darkvision
Tempter’s Influence Aura 1
Enemies in the aura take a -2 penalty to saving throws.
Attack: Melee 0 (one creature); your level + 5 vs. AC
Hit: 1d6 + your Intelligence modifier + your Charisma modifier damage plus 1d6 poison damage.
Invisibility (illusion) At-Will
Effect: The quasit becomes invisible until it makes an attack roll.
Effect: You gain a +4 power bonus to the next Arcana, History, or Religion check you make before the end of your next turn.
Trigger: An enemy within 5 squares of the quasit attacks you
Attack (Immediate Reaction): Ranged 5 (triggering enemy)
Hit: The target is dazed (save ends). The effect also ends if the target makes an attack against one of its allies.
Str 8 Dex 21 Wis 14
Con 11 Int 10 Cha 16
Ranging from ponies to warhorses, the horse beast companion is most effective when ridden.
Ability Scores: Strength 14, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium or Large (you choose at creation, but must be one size larger than you if you want to use the Mount ability).
Speed: 10 squares
Defenses: AC 14 + level, Fortitude 13 + level, Reflex 12 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Hooves; level + 4 vs. AC; 1d8 + Strength modifier damage.
Trained Skill: Endurance
Simian beast companions include both monkeys and apes. Your simian companion could be as small as a spider monkey or as large as an ape.
Ability Scores: Strength 14, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Small or Medium (you choose at creation)
Speed: 6 squares, climb 6
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d6
Melee Basic Attack: Bite; level + 4 vs. AC; 1d6 + Strength modifier damage.
Trained Skills: Athletics, Acrobatics
In the final years of the Last War, House Vadalis began training griffon riders—soldiers mounted on domesticated griffons.
Ability Scores: Strength 20, Constitution 18, Dexterity 16, Intelligence 2, Wisdom 12, Charisma 6
Size: Large
Speed: 6 squares, fly 8
Defenses: AC 13 + level, Fortitude 14 + level, Reflex 12 + level, Will 12 + level
Hit Points: 16 + 10 per level
Attack Bonus: Level + 4
Damage: 2d6
Melee Basic Attack: Claw; level + vs. ; 2d6 + Strength modifier damage.
Mount: The Vadalis-bred griffon is a mount.
Cooperative Charge: When the Vadalis-bred griffon’s rider charges, the griffon can make a claw attack as a free action in addition to its rider’s charge attack.
Trained Skills: Athletics, Endurance, Perception
Cooperative Charge: When the Vadalis-bred griffon’s rider charges, the griffon can make a claw attack as a free action in addition to its rider’s charge attack.
Cooperative Charge: When the Vadalis-bred griffon’s rider charges, the griffon can make a claw attack as a free action in addition to its rider’s charge attack.
Brown bears and similar creatures fall into this category. Bears are tougher and deadlier than other beast companions, but they are a little slower.
Ability Scores: Strength 16, Constitution 14, Dexterity 12, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 5 squares
Defenses: AC 12 + level, Fortitude 14 + level, Reflex 10 + level, Will 12 + level
Hit Points: 16 + 10 per level
Attack Bonus: Level + 2
Damage: 1d12
Melee Basic Attack: Claw; level + 2 vs. AC; 1d12 + Strength modifier damage.
Trained Skills: Athletics, Endurance
Boars are tough, resilient, and ferocious companions.
Ability Scores: Strength 16, Constitution 16, Dexterity 14, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares, 8 when charging
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 10 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Gore; level + 4 vs. AC; 1d8 + Strength modifier damage.
Charge: When charging, a boar gains a +2 bonus to its damage roll.
Trained Skill: Endurance
Charge: When charging, a boar gains a +2 bonus to its damage roll.
The lizard category includes crocodiles and drakes. These thick-skinned beasts are tough combatants.
Ability Scores: Strength 16, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares
Defenses: AC 15 + level, Fortitude 12 + level, Reflex 12 + level, Will 10 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite or Claw; level + vs. ; 1d8 + Strength modifier damage.
Opportunity Attack: A lizard gains a +2 bonus to the attack roll when making an opportunity attack.
Trained Skills: Athletics, Endurance
Opportunity Attack: A lizard gains a +2 bonus to the attack roll when making an opportunity attack.
The raptor category includes eagles, falcons, hawks, and other birds of prey. They are mobile and agile but not as ferocious as other beast companions.
Ability Scores: Strength 12, Constitution 12, Dexterity 18, Intelligence 6, Wisdom 12, Charisma 6
Size: Small
Speed: 2 squares, Fly 7 squares (hover)
Defenses: AC 14 + level, Fortitude 10 + level, Reflex 14 + level, Will 12 + level
Hit Points: 12 + 6 per level
Attack Bonus: Level + 5
Damage: 1d6
Melee Basic Attack: Claw; level + vs. ; 1d6 + Dexterity modifier damage.
Trained Skill: Perception
In the Underdark and in primeval forests, goblins and many fey creatures train hunting spiders.
Ability Scores: Strength 14, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 6 squares, climb 6 squares (spider climb)
Defenses: AC 14 + level, Fortitude 11 + level, Reflex 12 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + vs. ; 1d8 + Dexterity modifier damage.
Trained Skills: Athletics, Stealth
The wolf category includes predatory canines and doglike creatures, from mastiffs to timber wolves to jackals.
Ability Scores: Strength 14, Constitution 14, Dexterity 14, Intelligence 6, Wisdom 14, Charisma 6
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 12 + level, Will 13 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + vs. ; 1d8 + Strength modifier damage.
Combat Advantage: When a wolf has combat advantage against a target, the wolf gains a bonus to damage rolls against the target equal to the wolf’s Wisdom modifier.
Trained Skills: Endurance, Perception
Cats include lions, tigers, cougars, and similar predators. Their natural agility and stealth allow them to excel on scouting missions.
Ability Scores: Strength 14, Constitution 12, Dexterity 16, Intelligence 6, Wisdom 14, Charisma 6
Size: Medium
Speed: 7 squares
Defenses: AC 14 + level, Fortitude 11 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Claw; level + vs. ; 1d8 + Dexterity modifier damage.
Trained Skills: Athletics, Stealth
The serpent category includes massive constrictors and other hunting snakes. These beasts are common in tropical environments.
Ability Scores: Strength 14, Constitution 14, Dexterity 16, Intelligence 6, Wisdom 12, Charisma 6
Size: Medium
Speed: 5 squares, swim 5 squares
Defenses: AC 14 + level, Fortitude 12 + level, Reflex 13 + level, Will 12 + level
Hit Points: 14 + 8 per level
Attack Bonus: Level + 4
Damage: 1d8
Melee Basic Attack: Bite; level + vs. ; 1d8 + Dexterity modifier damage.
Opportunity Attack: A serpent gains a bonus to opportunity attack damage rolls equal to its Strength modifier.
Trained Skill: Stealth
Opportunity Attack: A serpent gains a bonus to opportunity attack damage rolls equal to its Strength modifier.
Small elemental humanoid (cold)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 6 (ice walk)
Passive Benefit: Frost Armor
You have ice walk while you shift, and you have resist 3 cold (6 at 11th level and 9 at 21st level).
Active Benefit: Minor Action (zone) Encounter
Effect: The arctine creates a zone of difficult terrain in a close burst 1. Creatures with ice walk are unaffected. The zone lasts until the end of the encounter or until the arctine leaves the zone, dies, or enters passive mode.
Small elemental humanoid (construct)
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 5
Passive Benefit: Self-Repair
You gain a +2 power bonus to saving throws against ongoing damage.
Active Benefit: Fearsome Presence
You and your allies can flank with the automaton.
Active Benefit: Immediate Interrupt At-Will
Trigger: The automaton takes damage from an attack while you are within 2 squares of it.
Effect: The automaton takes no damage from the attack. You take the damage instead.
Small elemental magical beast
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Passive Benefit: Mad Delusions (psychic)
You gain a +1 power bonus to Will. When the chaos phage enters active mode, you take psychic damage equal to 1 + one-half your level.
Active Benefit: Immediate Reaction At-Will
Trigger: An enemy adjacent to the chaos phage becomes bloodied.
Effect: The chaos phage enters passive mode, and the triggering enemy grants combat advantage (save ends). Until this effect ends, the chaos phage cannot enter active mode.
Small elemental magical beast (spider)
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , climb 3 (spider climb)
Passive Benefit: Uncanny Senses and Grip
You gain a +2 power bonus to Perception checks, and you gain a +2 bonus to Athletics checks to climb.
Active Benefit: Free Action Encounter
Trigger: You make a blast or burst attack, and the crysmalite is in the area of effect.
Effect: Enemies adjacent to the crysmalite take a -2 penalty to attack rolls until the end of your next turn.
Small elemental magical beast (fire)
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 6
Passive Benefit: Burning Inside Aura 2
The aura is brightly lit. You can activate or deactivate this aura as a minor action.
Passive Benefit: Fire Within
You have resist 3 fire (6 at 11th level and 9 at 21st level).
Active Benefit: Flickering Flames Aura 1
Any enemy in the aura grants combat advantage to you when you use a fire power against it.
Active Benefit: Move Action Encounter
Effect: The flame serpent shifts up to its speed.
Small elemental humanoid (demon)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 4
Passive Benefit: Vicious
You gain a +2 power bonus to opportunity attack rolls.
Passive Benefit: Rattle the Cage
Whenever you end the encounter with the hordeling in passive mode, you take damage equal to your level.
Active Benefit: Standard Action (fear) Encounter
Effect: The hordeling can push each creature adjacent to it 1 square.
Active Benefits: Immediate Interrupt Encounter
Trigger: You or the hordeling takes acid, cold, fire, lightning, or thunder damage.
Effect: You and the hordeling each gain resist 5 to the triggering damage type, or types, until the end of your next turn (10 at 11th level and 15 at 21st level).
Medium elemental humanoid (earth, fire)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 4
Passive Benefit: Fiery Intensity
You gain a +2 power bonus to Intimidate checks.
Passive Benefit: Flowing Lava
When you take fire damage, you gain a +2 power bonus to speed until the end of your next turn. When you take cold damage, you are slowed until the end of your next turn.
Active Benefit: Immediate Reaction
Trigger: An enemy adjacent to the magmin becomes bloodied.
Effect: The triggering enemy is weakened until the end of your next turn.
Small elemental magical beast (earth, water)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 4
Passive Benefit: Corrosive Secretions
Any enemy that grabs you immediately takes 3 acid damage (6 at 11th level and 9 at 21st level).
Passive Benefit: Unnatural Flexibility
Squeezing doesn’t cause you to move at half speed.
Active Benefit: Noxious Vapors Aura 1
While you are bloodied, enemies in the aura take a -1 penalty to attack rolls.
Active Benefits: Move Action At-Will
Effect: The mud wretch shifts up to 2 squares.
Small elemental humanoid (aquatic, water)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , swim 6
Passive Benefit: Aquatic
You can breathe underwater. In aquatic combat, you gain a +2 bonus to attack rolls against creatures that do not have the aquatic trait.
Active Benefit: Aquatic
The nereid can breathe underwater.
Active Benefit: Free Action (healing) Encounter
Trigger: An ally adjacent to the nereid spends a healing surge.
Effect: The triggering ally regains 3 additional hit points (6 at 11th level and 9 at 21st level).
Small elemental humanoid (earth)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 4 (earth walk)
Passive Benefit: Stone’s Resilience
You have earth walk while you shift, and you gain a +2 power bonus to Endurance checks.
Active Benefit: Earth Glide
The pech can pass through earth and rock as if it were phasing.
Small elemental magical beast
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 2 , fly 6
Passive Benefit: Storm Dancer
You gain a +2 power bonus to Acrobatics checks. Whenever you are pulled, pushed, or slid, you can take a free action to shift 1 square at the end of the forced movement.
Active Benefit: Soaring Talon
The storm talon has a range limit of 40 squares from you.
Active Benefit: Eye of the Storm Aura 1
You and your allies gain a +2 power bonus to lightning or thunder attack rolls against enemies in the aura.
Medium elemental humanoid (air)
Elemental Companion
HP 1; a missed attack never damages the companionDefenses your defenses, not including any temporary bonuses or penalties
Speed land 6 , fly 6 (hover)
Passive Benefit: Ephemeral Wings
You gain a +2 bonus to Athletics checks made to jump.
Passive Benefit: Ethereal Personality
You gain a +2 power bonus to Bluff checks.
Active Benefit: Buffeting Winds Aura 1
Attackers take a -1 penalty to ranged attack rolls against creatures in the aura.
Active Benefit: Move Action Encounter
Effect: One ally of yours adjacent to the sylph can fly up to 3 squares as a free action.
Book imps are masters of knowledge, dispatched by the powers of Hell to offer advice to and tempt mortal spellcasters.
Speed 5, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Arcana checks and History checks.
* You can read and speak Supernal.
* You gain resist fire 5. If you already have resist fire, increase your resistance by 2.
Active Benefits
Deceptive Move: As a minor action, you cause your book imp to become invisible until the end of your next turn
This ugly blob of flesh is a creature bound to your service, but it would prefer to be back in the Abyss.
Speed 5, fly 3 (hover)
Constant Benefits
* You gain a +2 bonus to Intimidate checks.
* You can read and speak Abyssal.
Active Benefits
Alchemical Synergy: Once per encounter, when you hit a bloodied creature adjacent to your bound demon, you gain 1d8 temporary hit points.
Level 11: 2d8 temporary hit points.
Level 21: 3d8 temporary hit points.
This humanoid figure has indistinct features and looks like it’s made of clay. Arcane crafters use homunculi as skilled assistants.
Speed 5
Constant Benefits
* You gain a +2 bonus to Arcana checks.
* You gain a +2 bonus to skill checks related to rituals of the creation category.
Active Benefits
Blood Feast: An enemy adjacent to your crafter homunculus takes a -1 penalty to all defenses against alchemical items. Your crafter homunculus is immune to your alchemical items.
Sorcerers who follow the draconic tradition, along with other spellcasters who rely on endurance and physical might, manifest dragonling familiars.
Speed 5, fly 6 (hover)
Constant Benefits
* You can read and speak Draconic. When you spend a healing surge, you regain 2 additional hit points.
Level 11: 3 additional hit points.
Level 21: 4 additional hit points.
Active Benefits
Dragon’s Breath: Once per encounter, you can use your dragonling’s space as the origin square for a close blast arcane attack power.
FamiliarBat
Bats are common familiars for warlocks and those who prefer subtle magic and stealth.
Senses blindsight 5
Speed 2, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Perception checks and Stealth checks.
Active Benefits
See the Unseen: As a minor action, you cause enemies adjacent to your bat familiar to lose the benefits of concealment (but not total concealment) against you until the end of your current turn
Cats are willful, independent familiars, and their willingness to act alone makes them excellent spies.
Senses low-light vision
Speed 6
Constant Benefits
You gain a +2 bonus to Acrobatics checks.
You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill.
Active Benefits
Independent Spirit: A cat familiar has no range limit on the distance it can exist away from you.
Silent Predator: A cat familiar gains a +5 bonus to its Stealth checks.
Warrior spellcasters, those that love to wade into the fray, see the fighting falcon as the ideal familiar.
Speed 2, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Perception checks.
* You gain a +2 bonus to all defenses against opportunity attacks.
Active Benefits
Hunting Falcon: Once per encounter, you can determine range for your ranged arcane attacks from your falcon until the end of your current turn.
Soaring Spirit: A falcon familiar has a range limit of 40 squares from you.
Owl
A common symbol of wisdom and knowledge, owl familiars are known for their good counsel and insight.
Senses low-light vision
Speed 2, fly 6 (hover)
Constant Benefits
Whenever you make an Insight check or a Perception check, add 1d4 to the result.
Active Benefits
Owl’s Eyes: As a standard action, you can see through your familiar’s eyes until the end of your next turn. You do not gain the ability to use powers or attack through the familiar, and you determine if a target has cover and concealment from you as normal, but you might spot an enemy coming around a corner or notice a foe hiding behind a wall.
The rat is a scavenger capable of infiltrating even the most tightly guarded places.
Speed 6
Constant Benefits
* You gain a +2 bonus to Stealth checks.
Active Benefits
Rat’s Cunning: A rat familiar can carry an object that weighs 2 pounds, and it can manipulate objects to make Thievery checks. It gains a +2 bonus to such checks. A rat gains a +5 bonus to its Stealth checks.
Ravens are known for their keen senses and skill in uncovering hidden knowledge.
Senses low-light vision
Speed 2, fly 6 (hover)
Constant Benefits
* You gain a +4 bonus to Perception checks made to find hidden objects.
Active Benefits
Raven’s Speech: A raven can speak any language you know, and it can converse with other creatures. When it speaks, you hear everything it says and hear everything spoken to it. You can dictate its answers if you so choose.
The serpent is a deceptive creature, and it offers its master the same mastery of guile and cunning.
Speed 6
Constant Benefits
You gain a +2 bonus to Bluff checks.
When you shift, you can ignore the difficult terrain in a single square of that movement.
Active Benefits
Serpent’s Startle: Once per encounter as a minor action, all creatures adjacent to your serpent familiar can’t make opportunity attacks until the end of your next turn.
Spiders are guardians of hidden knowledge that weave webs capable of grabbing and moving small objects.
Speed 4, climb 4
Constant Benefits
* You gain a +2 bonus to Athletics checks to climb.
* Enemies take a -1 penalty to saving throws against your arcane powers that immobilize or slow them.
Active Benefits
Spider’s Web: As a minor action, a spider can slide an object within 5 squares of it 2 squares. The object must be unattended, and it can weigh no more than 5 pounds.
Twisted and evil, Lolth’s children delight in binding their prey to keep for later feasting.
Speed 4, climb 4 (spider climb)
Constant Benefits
Venom Affinity: You gain a +2 bonus to saving throws against ongoing poison damage.
Webs of Malice: Enemies take a -1 penalty to saving throws against your divine attack powers that immobilize or slow them.
Active Benefits
Minor Action (At-Will): As a minor action, a spiderling can slide a creature that is taking ongoing poison damage and within 5 squares of the familiar one square.
A manifestation of air, this creature appears to be a miniature winged humanoid made entirely of swirling wind.
Speed 4, fly 7 (hover)
Constant Benefits
* You gain a +2 bonus to Bluff checks.
* You can read and speak Primordial.
* You gain resist 5 lightning and resist 5 thunder. If you already resist one of those damage types, increase it by 2.
Active Benefits
Form of Air: As a minor action, you can cause the air mephit to become invisible until the end of your next turn.
This hovering eyeball enhances your vision and sees in places you can’t.
Senses low-light vision
Speed fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Perception checks.
* You gain a +2 bonus to skill checks for Scrying rituals.
Active Benefits
See All: Once per encounter, you can determine range, line of sight, and line of effect for one ranged arcane implement attack from the eye, and you ignore concealment (but not total concealment) for that attack.
Fey pact warlocks and others who like to teleport choose these floating orbs of light as familiars.
Speed fly 8 (hover)
Constant Benefits
* You gain a +2 bonus to Stealth checks.
* When you teleport, add 1 to the distance you teleport.
Active Benefits
Wisp’s Escape: The first time the arcane wisp is attacked in an encounter, it can teleport 5 squares as an immediate interrupt.
Casters who want a stronger defense manifest badgers to protect them, as do those who are dangerous when they are hurt.
Speed 5, burrow 2
Constant Benefits
* You gain a +2 bonus to Intimidate checks.
* You gain a +1 bonus to damage rolls while bloodied.
This bonus increases to +2 at 11th level and +3 at 21st level.
Active Benefits
Devoted Minion: If your badger is adjacent to you when you are hit by an attack, the badger is reduced to 0 hit points, and you reduce the damage you take by your Constitution modifier.
A spherical creature with a large central eye and a few eyes on stalks, the beholderkin is the chosen familiar of chaotic mages.
Senses low-light vision
Speed fly 8 (hover)
Constant Benefits
* You gain a +2 bonus to Perception checks.
* You can read and speak Deep Speech.
Active Benefits
Beholderkin Eye Ray: Once per encounter, you can have the beholder shoot an eye ray as a minor action. The beholderkin deals 1d10 damage to a creature within 5 squares of it. Roll 1d4 to determine the damage type: 1—acid, 2—fire, 3—necrotic, 4—poison.
This reptilian familiar has two curving horns and black scales.
Senses darkvision
Speed 8, (hover)
Constant Benefits
* You gain a +2 bonus to Stealth checks.
* You can read and speak Draconic.
* You gain resist 5 acid. If you already have resist acid, increase it by 2.
Active Benefits
Blackspawn Stealth: The blackspawn darkling gains a +5 bonus to Stealth checks.
This skull is wreathed in fire and holds knowledge about many things—mostly flammable things.
Speed fly 10 (hover)
Constant Benefits
* You gain a +2 bonus to Arcana and Stealth checks.
* You gain resist 5 fire. If you already have resist fire, increase it by 2.
Active Benefits
Skull’s Gaze: Once per encounter, you can gain a +2 bonus to an attack roll against a creature adjacent to the skull if you are using an arcane power with the fear or fire keyword.
Fire Light: As a minor action, you can cause the blazing skull to glow or to stop glowing. While glowing, it sheds bright light in its square and in a 20-square radius.
A single prominent horn juts from this reptile’s snout, and its blue scales carry a static charge.
Senses low-light vision
Speed 6, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Athletics and Nature checks.
* You can read and speak Draconic.
* You gain resist 5 lightning. If you already have resist lightning, increase it by 2.
Active Benefits
Bluespawn Shock: If the bluespawn is hit by an attack, the creature that hit it takes 2d6 lightning damage.
This dog-shaped familiar is a loyal, valiant guardian.
Speed 7
Constant Benefits
* You gain a +2 bonus to Athletics checks.
* You gain a +2 bonus to skill checks for Warding rituals.
Active Benefits
Tenacious Guard: You gain resist 1 against ranged and melee attacks while adjacent to the canine construct. This increases to resist 2 at 11th level and resist 3 at 21st level.
It’s said a chaos shard is a portion of its master’s mind warped into a spirit form, but no master has ever confirmed this.
Senses blindsight 3
Speed fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Arcana checks.
* You gain a +2 bonus to saving throws against the dominated condition.
Active Benefits
Chaos Echo: Once per encounter when you make an area or close attack, you can choose a creature within 5 squares of the chaos shard to also be a target for the attack.
This hand crawls around using its digits, and it can expertly manipulate items.
Speed 6, climb 2
Constant Benefits
* You can retrieve or stow an item as a free action instead of as a minor action.
Active Benefits
Agile Digits: A disembodied hand can open latches and turn knobs that require only one hand to operate. It can also manipulate objects to make Thievery checks. It gains a +2 bonus to such checks.
A manifestation of air, this creature appears to be a miniature winged humanoid made entirely of swirling wind.
Speed 5, fly 4 (hover)
Constant Benefits
* You gain a +2 bonus to Bluff and Endurance checks.
* You can read and speak Primordial.
* When you would be pushed, pulled, or slid, reduce the forced movement by 1 square.
Active Benefits
Form of Earth: Once per encounter as a minor action, you can cause the earth mephit to enlarge into a stone statue. It gains resist 20 all and occupies the square until the end of your next turn. You can use this ability only if the mephit is in an unoccupied square.
These blazing hot lizards are favored familiars for tieflings and pyromancers.
Senses Low-light vision
Speed 6
Constant Benefits
* You gain a +2 bonus to Athletics and Endurance checks.
* You gain resist 5 fire. If you already have resist fire, increase it by 2. Your resist fire increases by 2 while you are bloodied.
Active Benefits
Lizard’s Immunity: The fire lizard is immune to fire.
These tiny, winged, humanoids are manifested by spellcasters who like to play with fire.
Speed 5, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Bluff checks.
* You can read and speak Primordial.
* You gain resist 5 fire. If you already have resist fire, increase it by 2.
Active Benefits
Form of Fire: As a minor action, you can cause the fire mephit to glow or to stop glowing. While glowing, it sheds bright light in its square and in a 10-square radius.
This lump of flesh has dozens of tiny eyes and mouths that constantly reshape and reform across its surface.
Senses all-around vision
Speed 4, fly 6 (hover)
Constant Benefits
* At the end of each extended rest, roll 1d4 to determine a language you can read and speak. Then roll 1d4 two more times to determine two skills to which you gain a +2 bonus (reroll if the same skill shows up twice). All benefits last until your next extended rest.
1d4 Language Skill
1 Deep Speech Bluff
2 Primordial Diplomacy
3 Supernal Intimidate
4 Abyssal Streetwise
Active Benefits
Gibbering Utterances: When a creature makes an attack that includes the gibbering pet, it takes a -2 penalty to all attack rolls on that attack
Spiky projections cover this familiar’s body, and its tail is tipped with two long spikes.
Senses low-light vision
Speed 7, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Arcana and Intimidate checks.
* You can read and speak Draconic.
* You gain resist 5 acid. If you already have resist acid, increase it by 2.
Active Benefits
Grayspawn Toughness: A grayspawn gains a +2 bonus to all defenses
This green-scaled reptile’s head is crested with several long spines, and its body is lithe and agile.
Senses low-light vision
Speed 8
Constant Benefits
* You gain a +2 bonus to Bluff checks.
* You can read and speak Draconic.
* You gain resist 5 poison. If you already have resist poison, increase it by 2.
Active Benefits
Greenspawn’s Diversion: Once per encounter as a minor action, you can make a Bluff check against the passive Insight of an enemy adjacent to the greenspawn. If successful, you gain combat advantage against the target on your next attack made before the end of your next turn.
This crystalline humanoid looks like it’s made of ice, and its tiny wings shed ice crystals as they flap.
Speed 5, fly 4 (hover)
Constant Benefits
* You gain a +2 bonus to Bluff checks.
* You can read and speak Primordial.
* You gain resist 5 cold. If you already have resist cold, increase it by 2.
Active Benefits
Form of Ice: Once per encounter as a minor action, you can cause the ice mephit’s square and each adjacent square to become difficult terrain until the end of your next turn.
Storm sorcerers and other lightning-focused casters choose lightning lizards as familiars.
Senses Low-light vision
Speed 6
Constant Benefits
* You gain a +2 bonus to Acrobatics and Athletics checks.
* You gain resist 5 lightning. If you already have resist lightning, increase it by 2. Your resist lightning increases by 2 while you are bloodied.
Active Benefits
Lizard’s Immunity: The lightning lizard is immune to lightning.
This colorful, blobby familiar is a boon to those who explore underground areas.
Senses tremorsense 5
Speed 5
Constant Benefits
* You gain a +2 bonus to Dungeoneering checks.
* You gain resist 5 acid. If you already have resist acid, increase it by 2.
Active Benefits
Ooze’s Malleability: The ooze can squeeze through gaps as small as half an inch wide.
Social arcane casters prefer talkative parrot familiars.
Senses low-light vision
Speed 2, fly 5 (hover)
Constant Benefits
* You gain a +2 bonus to Diplomacy and Streetwise checks.
Active Benefits
Parrot’s Speech: A parrot can speak any language you know, and it can converse with other creatures. When it speaks, you hear everything it says and hear everything spoken to it. You can dictate its answers if you so choose
This gnarled, furred hand has long talons and is a favored familiar for those who want to pierce illusions.
Speed 7, climb 3
Constant Benefits
* You gain a +2 bonus to Arcana checks.
* You gain a +5 bonus to Insight checks to recognize effects as illusory.
* You can retrieve or stow an item as a free action instead of as a minor action.
Active Benefits
Agile Digits: A rakshasa claw can open latches and turn knobs that require only one hand to operate. It can also manipulate objects to make Thievery checks. It gains a +2 bonus to such checks.
This reptilian familiar is hot to the touch, and it has red scales.
Senses low-light vision
Speed 6, fly 5 (hover)
Constant Benefits
* You gain a +2 bonus to Intimidate checks.
* You can read and speak Draconic.
* You gain resist 5 fire. If you already have resist fire, increase it by 2.
Active Benefits
Redspawn Toughness: A redspawn gains a +2 bonus to all defenses.
A bundle of roots and twigs, a rootling shows its master’s connection to the natural world.
Speed 6, climb 4
Constant Benefits
* You gain a +2 bonus to Nature checks.
* You gain forest walk (you ignore difficult terrain if it’s the result of trees, underbrush, plants, or natural growth).
Active Benefits
Rootling Camouflage: A rootling gains a +5 bonus to Stealth checks if it is in a forest or has concealment due to plants.
With tiny wings, this homunculus can scout in elevated places. It is also used by casters who often scry.
Senses low-light vision
Speed 6, fly 3 (hover)
Constant Benefits
* You gain a +2 bonus to Stealth.
* You gain a +2 bonus to skill checks for Scrying rituals.
Active Benefits
Glamered Scout: A scout homunculus rolls two d20s and takes the higher result for Stealth checks.
Independent Spirit: A scout homunculus can exist up to a mile away from you.
Your own shadow moves independently from you and can even separate to move on its own.
Senses darkvision
Speed 8, fly 8 (hover)
Constant Benefits
* You gain a +2 bonus to Stealth checks.
* You gain darkvision.
Active Benefits
Shadow Shroud: Any square the shadow occupies is lightly obscured.
Shadowcast: Once per encounter as a minor action, yo ucan determine range, line of sight, and line of effect for your arcaneattacks from your shadow until the end of your current turn.
An arcane character with a dark side might choose a skull as a familiar, drawing on its accumulated magical knowledge.
Speed fly 4 (hover)
Constant Benefits
* You gain a +2 bonus to Arcana and Intimidate checks.
Active Benefits
Skull’s Gaze: Once per encounter, you can gain a +2 bonus to an attack roll against a creature adjacent to the skull if you are using an arcane power with the fear keyword.
Similar in appearance to a cockatrice, this familiar helps you resist the effects of poisons or petrification.
Speed 5, fly 2 (hover)
Constant Benefits
* You gain a +2 bonus to Dungeoneering checks.
* You gain resist 5 poison. If you already have resist poison, increase it by 2.
Active Benefits
Cockatrice’s Defense: Once per encounter, when you make a saving throw against a slowed, immobilized, or petrified effect while adjacent to the stone fowl, you gain a +5 power bonus to the saving throw.
Toughness and durability are tough to come by for most arcane practitioners, but a toad familiar can close the gap.
Speed 3
Constant Benefits
* You gain a +2 bonus to Endurance checks.
* You gain a +2 bonus to your healing surge value.
Active Benefits
Toad’s Healing: Once per encounter, when an ally adjacent to the toad spends a healing surge, that ally regains 1d8 extra hit points.
Masters of weasel familiars are regarded as both quick-witted and quick-footed.
Senses low-light vision
Speed 6
Constant Benefits
* You gain a +2 bonus to Acrobatics and Bluff checks.
Active Benefits
Silent Predator: A weasel gains a +5 bonus to Stealth checks.
Weasel’s Sleekness: The weasel gains a +5 bonus to AC against opportunity attacks.
Ice crystals cake this reptile’s white scales, and a thin sheet of ice coats anything it perches upon.
Senses low-light vision
Speed 7 (ice walk), fly 3 (hover)
Constant Benefits
* You can read and speak Draconic.
* You gain resist 5 cold. If you already have resist cold, increase it by 2.
* You gain ice walk (you ignore difficult terrain caused by snow and ice).
Active Benefits
Whitespawn Minion: If the whitespawn is adjacent to you when you are hit by an attack, you can reduce the amount of damage you take by 5+ your Constitution modifier. If you do so, the whitespawn drops to 0 hit points. If the damage is cold damage, you reduce the damage by 10 + your Constitution modifier.
Balanced atop his ball, wearing his small, red fez, this bear seems the picture of innocence—until he bellows with fury and lashes at enemies who mock him with his razor-sharp claws.
Speed 4, fly 4 (hover)
Constant Benefits
* Grrrrrr: You gain a +2 bonus on Intimidate checks.
Active Benefits
His Own Bear: Oso can speak any language you know, and can converse with other creatures. Unlike mere familiars, you can’t hear everything Oso hears and says unless Oso lets you, and you would never be able to tell Oso what to say.
Verrrry Dangerous: Oso deals 1d4 damage per tier to anyone who attacks him and misses.
Inhabitants of the Xen’drik jungles bond with this climbing plant to exploit that environment’s hazards.
Senses tremorsense 5
Speed 6, burrow 6
Constant Benefits
* You gain a +2 bonus to Athletics checks.
* When you climb or swim, add 1 to the distance you move on a successful Athletics check.
Active Benefits
Vine’s Clasp: Enemies take a -2 penalty to saving throws to end the immobilized or restrained conditions while adjacent to the ambush vine shoot.
A bipedal lizard with powerful running legs, this creature is a smaller cousin of the Talenta mount.
Speed 8
Constant Benefits
* You gain a +2 bonus to Athletics checks to jump.
* You can make a running jump after moving only 1 square.
Active Benefits
Fastieth Activity: When you use a move action for any reason, you can move the bantam fastieth its speed.
Running Companion: When you start your turn adjacent to your familiar, you gain a +2 bonus to speed until the end of your turn.
Inhabitants of Xen’drik sometimes transform the island’s deadly vegetation into companions.
Speed 5, (forest walk)
Constant Benefits
* You gain a +2 bonus to Heal checks.
* You gain forest walk (you ignore difficult terrain if it’s the result of trees, underbrush, plants, or natural growth).
Active Benefits
Bloodthorn Drain: Once per encounter as a free action, when you deal damage to an enemy adjacent to your bloodthorn vine barb, you gain 3 temporary hit points.
Level 11: 6 temporary hit points.
Level 21: 9 temporary hit points.
With a metallic clattering, this construct scuttles along beside you, stinger raised to inject its stored venom.
Senses tremorsense 5
Speed 6
Constant Benefits
* You gain a +2 bonus to attack rolls to grab an enemy.
* The clockwork scorpion contains a small reservoir that can store 1 dose of a poison or alchemical oil that you can apply to a weapon. You can refill it during a rest.
Active Benefits
Scorpion’s Injection: Once per encounter, when you or an ally hits an enemy adjacent to the clockwork scorpion with a weapon attack, that attack benefits from the effect of the stored substance, which is consumed.
Favored by the Blood of Vol, this strange companion is crafted from blood collected during the cult’s sacraments.
Speed 4, climb 4 (spider climb)
Constant Benefits
* You gain a +2 bonus to Heal checks.
* You gain resist 5 necrotic. If you already have resist necrotic, increase it by 2. Your resist necrotic increases by 2 while you are bloodied.
Active Benefits
Clotting Factor: Once per day, if your crawling clot is adjacent to you or an ally when that character takes damage, you can allow your crawling clot to be destroyed so that character can spend a healing surge.
You imbue a homunculus with an elemental spirit that grants a bit of control over the space around you.
Speed 6
Constant Benefits
* You can read and speak Primordial.
* When you teleport, add 1 to the distance you teleport.
Active Benefits
Dimensional Lock: Once per encounter as an immediate interrupt, you can negate an attempt to teleport made by a creature adjacent to the dimensional pet. That creature cannot teleport again until the start of its next turn.
This tattoolike familiar is in the image of its master’s Mark of Making, and it overlays the Mark of Making while passive.
Speed 2, fly 5 (hover)
Constant Benefits
* You can perform the Arcane Mark ritual as a standard action for no cost, and other creation rituals require half the normal time for you.
* You can create alchemical items one level higher than your level.
Active Benefits
Infuse Mark: When you use healing infusion on an ally adjacent to your dragonmark reflection, that ally regains 2 additional hit points (if you are using curative admixture) or gains 4 additional temporary hit points when the ally ends the AC bonus (if you are using resistive formula).
Level 11: 3 additional hit points or 6 additional temporary hit points.
Level 21: 4 additional hit points or 8 additional temporary hit points.
An animate weapon hovers nearby to threaten your foes.
Speed 0, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Bluff and Intimidate checks.
Active Benefits
Defensive Stance: The floating weapon has a +2 bonus to all defenses.
Offensive Partner: When you hit an enemy adjacent to the floating weapon with a weapon attack, you can shift 1 square.
This wee buzzing creation alerts your guardian to an incoming threat.
Speed , fly 6
Constant Benefits
* You gain a +2 bonus to Perception checks.
* You gain a +2 bonus to skill checks for warding rituals.
Active Benefits
Gadfly’s Bite: Any summoned ally adjacent to the gadfly gains a +2 bonus to attack rolls on opportunity attacks.
Willing servants of the Dreaming Dark sometimes retain a memory of the quori that previously possessed them. That nightmare residue floats like a small cloud nearby, shimmering with its master’s changing mood.
Senses darkvision
Speed 6, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Intimidate checks.
* You gain resist 5 psychic. If you already have resist psychic, increase the resistance by 2.
Active Benefits
Nightmare Voice: When you hit an enemy adjacent to the lingering nightmare with a fear attack, roll 1d4 to determine the additional effect, which lasts until the end of your next turn.
1: The target is slowed.
2: The target takes a -2 penalty to Will.
3: The target grants combat advantage.
4. The target takes a -2 penalty to attack rolls.
The bulging body of this strange homunculus resembles a flask.
Speed 4
Constant Benefits
* You gain a +2 bonus to Heal checks.
* You can perform rituals of the restoration category in half the casting time.
Active Benefits
Mobile Infusion: If the living infusion is adjacent to the target of your healing infusion, each ally adjacent to the target also regains 1d6 hit points.
Level 21: 2d6 hit points.
Natural thieves, these glossy black-and-white birds are the preferred companions of larcenous arcanists.
Speed 2, fly 6
Constant Benefits
* You gain a +2 bonus to Perception and Thievery checks.
Active Benefits
Thieving Magpie: A magpie can make Thievery checks to pick pockets or use sleight of hand. It gains a +2 bonus to such checks.
Some artificers seek these clever creatures from Xen’drik forests for their nimbleness and manual dexterity.
Speed 6, climb 6
Constant Benefits
* You gain a +2 bonus to Acrobatics checks.
* You gain a +2 bonus to skill checks for exploration rituals.
Active Benefits
Monkey Business: A marmoset can make Thievery checks to open locks or disable traps, gaining a +2 bonus to such checks. It can manipulate thieves’ tools to gain an additional +2 bonus to such checks.
This horror of Xoriat resembles an inside-out cat with three eyes and two mouths.
Senses darkvision
Speed 6
Constant Benefits
* You gain a +2 bonus to Dungeoneering checks.
* You gain a +2 bonus to saving throws against fear effects.
Active Benefits
Foulspawn Babble: Once per encounter as a free action, you can deal 1d10 extra psychic damage to a target adjacent to your minor foulspawn that you hit with an arcane attack power.
Level 21: 2d10 extra psychic damage.
A master of camouflage that can squeeze into tiny spaces, an octopus is an ideal spy and assistant, especially to reavers of the Lhazaar Principalities.
Speed 2, swim 6 (aquatic)
Constant Benefits
* You gain a +2 bonus to Stealth checks.
* You can go 6 minutes before you must make Endurance checks to hold your breath, and you gain a +5 bonus to such checks.
Active Benefits
Octopus’s Flexibility: An octopus can squeeze through gaps as small as half an inch wide.
Aquatic: While underwater, an octopus has a +5 bonus to Stealth checks.
This tiny construct assistant resembles a jockey and carries a replica saddle on its back.
Speed 6
Constant Benefits
* You gain a +2 bonus to Nature checks.
* While you are mounted, your mount gains a +1 bonus to its speed.
Active Benefits
Saddle Assistance: As a minor action, you can mount or dismount a friendly mount adjacent to the saddle squire.
This floating censerlike lantern contains a mystic reflection of the Silver Flame.
Speed , fly 8 (hover)
Constant Benefits
* You gain a +2 bonus to Religion and Arcana checks.
* You gain a +2 bonus to saving throws against effects created by demons.
Active Benefits
Silver Beams: As a minor action, you can cause the silver lamp to glow or to stop glowing. While glowing, it sheds bright light in its square and in a 10-square radius.
Glory of the Silver Flame: Once per encounter as a free action, you can deal 2d8 extra radiant damage to a demon target within the silver lamp’s light that you hit with an arcane attack power.
This fine crafting tool assists in performing impromptu repairs or upkeep.
Speed 4
Constant Benefits
* If you are an artificer, you begin each day with an additional use of your Arcane Empowerment class feature.
Active Benefits
Hammer’s Ring: Once per encounter as an immediate interrupt, when an enemy makes an attack against you or an ally adjacent to your smith’s hammer, you can grant a +2 bonus to a single defense of that character against the triggering attack. If the ally is a construct, the bonus increases to +3. Your smith’s hammer is destroyed.
This animated set of wings clings to your back like a newly emerged butterfly.
Speed 2, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Athletics checks to jump.
* You gain a +1 bonus to your fly speed, when you have one.
Active Benefits
Soarwood Lift: Once per encounter as a move action, your soarwood wings fly an adjacent ally (or you, if you are adjacent) up to 6 squares, then lower the creature gently to the ground.
This entity is a collection of sprockets and wire that can spur on summoned creatures.
Speed 6
Constant Benefits
* You gain a +2 bonus to Endurance checks.
* You can perform the Unseen Servant ritual as a standard action for no cost, when you have no extant unseen servants. You do not need to master the ritual to use this benefit.
Active Benefits
Infuse Summoned: Any creature you have summoned gains a +1 bonus to all defenses and to attack rolls while adjacent to the summoner homunculus.
This diminutive sprite has a natural touch with magic items, making it a favorite of artificers
Senses low-light vision
Speed 6
Constant Benefits
* You gain a +2 bonus to Bluff and Thievery checks.
Active Benefits
Feyling’s Reservoir: You can use your Arcane Empowerment class feature as a minor action to empower a weapon adjacent to the feyling. This does not grant you any additional uses of Arcane Empowerment.
The bent form of this tiny construct assistant supports a lectern.
Speed 6
Constant Benefits
* You gain a +2 bonus to Arcana and Dungeoneering checks.
* You can wield a tome in place of another kind of arcane implement you can use.
Active Benefits
Book Bearer: You can wield a tome as an implement without occupying either of your hands.
Summons Focus: Any creature you have summoned gains a +2 bonus to damage rolls while adjacent to the tome caddy.
Level 11: +3 bonus.
Level 21: +4 bonus.
This tiny construct resembles the armored face of a warforged, and it clings to you with multiple jointed appendages.
Speed 4
Constant Benefits
* You gain a +2 bonus to Intimidate checks.
* You gain a +2 bonus to saving throws against ongoing damage.
Active Benefits
Warforged Watchfulness: While you are asleep, a warforged faceplate remains aware of its surroundings, allowing you to notice approaching enemies and other events as though you were awake.
Noble hawks with sable wings and a white breast in the form of a shield, gallant hawk spirits have a form of raptor beauty whether at the glove or in flight.
Speed 2, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Perception checks.
* While a creature marked by you is adjacent to you, it takes a -3 penalty to attack rolls on attacks that don’t include you as a target instead of the normal -2 from being marked.
Active Benefits
Gallant’s Call: Once per milestone, as a minor action, you can mark each creature adjacent to the gallant hawk (save ends).
A wisp of air from the Elemental Chaos does your bidding on the mortal plane.
Speed , fly 6 (hover)
Constant Benefits
* You take half normal damage from falling.
Active Benefits
Elemental Servant: As a minor action, you cause the familiar to pick up, move, or manipulate an unattended object weighing 20 pounds or less and carry it up to 5 squares.
A small creature made of earth and stone lumbers along as you command.
Speed 2, burrow 6
Constant Benefits
* When an attack knocks you prone, you can make a saving throw to avoid falling prone.
Active Benefits
You and the least earth elemental can clearly see creatures and objects in the same square as the least earth elemental, even if they are invisible, obscured, or outside line of effect, but they and the least earth elemental must be in contact with the ground or the same substance, such as water or a web.
These wisps of pale moonlight move to and fro through the night like a luminous tadpole in a wine-dark sea.
Speed , fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Arcana and Nature checks.
* The moon wisp radiates dim or bright light in a radius from 2 to 10 squares. You can change the details as a minor action, but it defaults to dim light in a 2-square radius.
Active Benefits
Moon Bite: Once per milestone, as a minor action, the moon’s light reveals truth. Until the end of your next turn, attacks against any creature within 2 squares of the moon wisp do not take the –2 penalty from concealment.
The muse sprite is a small glowing humanoid creature with gossamer wings, and it serves you as a councilor and a messenger.
Senses low-light vision
Speed 4, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Diplomacy checks.
* The muse sprite radiates dim light in a 2-square radius.
Active Benefits
Bearer of News: The muse sprite can deliver a short written message to someone up to 5 miles away for you.
Insightful Councilor: Once per milestone, when you make an Arcana, Nature, or History check, you can roll two d20s and take the higher roll.
You have touched the Shadowfell and lived to speak of it. You even brought back a souvenir.
Senses Darkvision
Speed , fly 6 (hover)
Constant Benefits
* You gain a +4 bonus to monster knowledge checks to identify undead creatures.
* You gain resist 5 necrotic. If already have resist necrotic, increase the resistance by 2.
Active Benefits
Incorporeal: The specter has phasing and does not provoke opportunity attacks.
Undead: The specter is immune to necrotic damage.
This palm-sized ooze tickles you with its weak acid.
Speed 2
Constant Benefits
* You gain resist 5 acid. If you already have resist acid, increase the resistance by 2.
Active Benefits
Cleaning: The familiar consumes nonliving organic objects that it touches at a rate of 1 pound of material per round.
Transparent: The familiar is invisible.
A white-eyed crow has stark white eyes, without pupils, but it is not blind. This small black bird sees more than any mortal creature.
Senses darkvision
Speed 2, fly 6 (hover)
Constant Benefits
* You can’t be surprised.
Active Benefits
Fate’s Agent: When you spend an action point to make an attack, you can reroll one missed attack roll against a target of that attack if that target is adjacent to the white-eyed crow.
Sometimes the Court of the Stars honors promising spellcasters with coure familiars, which look like miniature eladrin and have gossamer wings sprouting from their shoulders.
Senses low-light vision
Speed 4, fly 6
Constant Benefits
You gain a +2 bonus to Arcana checks.
Once per round, you can retrieve or store an item as a free action instead of a minor action.
Active Benefits
Feylight Form: Once per encounter as a minor action, the coure attendant can assume the form of a twinkling ball of light. While in this form, it gains a +2 bonus to all defenses and sheds dim light within 2 squares. Enemies grant combat advantage to you while in this light. The coure attendant is immobilized in this form. You can spend a free action to return it to its normal form.
This tiny sprite has the upper body of a humanoid, but the wings, antennae, and legs of a cricket. It wears a gaily colored vest and plays a miniature fiddle.
Senses low-light vision
Speed 4, fly 6
Constant Benefits
You can master and perform bard rituals as if you had the Ritual Caster feat. The grig can act as a focus for any bard ritual that requires a musical instrument worth less than 100 gp.
Active Benefits
Irresistible Dance: Once per round, when you hit an enemy with an arcane attack power and the enemy is adjacent to the fiddling grig, that enemy cannot make opportunity attacks until the end of your next turn.
These irritable, multicolored, spiny-backed lizards are renowned for their ability to perceive danger before it strikes.
Senses low-light vision
Speed 6, climb 3
Constant Benefits
* You gain a +2 bonus to Insight checks and Perception checks.
* You gain a +1 bonus to initiative checks.
Active Benefits
Danger Sense: Being surprised doesn't cause you to grant combat advantage.
Augment 1: When you are surprised, you can spend 1 power point to take a move action or a minor action during the surprise round.
This creature resembles a translucent jellyfish floating lazily through the air
Senses blind, blindsight 5
Speed 0, fly 6 (hover; altitude limit 3)
Constant Benefits
* You gain a +2 bonus to Athletics checks made to jump.
* You can make an Acrobatics check to reduce the damage you take from falling even if you are not trained in that skill.
Active Benefits
Shared Buoyancy: When you jump, you are considered to have a running start.
Sudden Combustion: If the floating polyp takes fire or lightning damage, it is destroyed and explodes in a close burst 1. Creatures in the burst take 5 fire damage and are pushed 1 square.
This colorful, speckled beetle is highly sought after for its ability to generate a soothing melody by vibrating its tiny wings.
Speed 4
Constant Benefits
* Rather than sleep, you enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits others gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings, and you notice approaching enemies and other events as normal.
* At the end of a short rest, you regain 1 additional hit point each time you spend a healing surge.
Active Benefits
Overheat: If the hurrum ends your turn exposed to direct sunlight, it is destroyed.
Pacifying Drone: While within 5 squares of the hurrum, any enemy takes a -2 penalty to Insight checks and Perception checks.
Augment 1: Once per encounter as a free action during your turn, you can spend 1 power point to slow an enemy within 5 squares of the hurrum until the end of your next turn.
The soft, golden pelts of these ferretlike mammals fetch a high price, but their poisonous spurs make them dangerous to trap.
Senses low-light vision
Speed 6, burrow 3 (loose earth only), climb 3
Constant Benefits
* You gain a +2 bonus to Nature checks.
* You gain low-light vision.
Active Benefits
Expert Forager: During an extended rest, the jank can locate a quantity of food and water that is equivalent to one survival day.
Poisonous Spur: Once per encounter as a minor action, you can apply the jank’s poison to a weapon you are carrying. The next creature hit with that weapon before the end of the encounter takes 3 extra poison damage.
Level 11: 6 extra poison damage.
Level 21: 9 extra poison damage.
These grotesque carrion birds have a strong affinity with death.
Speed 2, fly 6
Constant Benefits
* You gain a +2 bonus to Intimidate checks and Perception checks.
* You gain a +1 bonus to damage rolls against bloodied creatures.
Level 11: +2 bonus.
Level 21: +4 bonus.
Active Benefits
Horrific Aversion: Once per encounter as a minor action, the kes’trekel can push one creature adjacent to it 1 square.
Augment 1: As above, except that the kes'trekel can push all creatures adjacent to it.
This aloof, gray-furred feline secretes a venomous musk that makes it unappetizing to predators.
Senses low-light vision
Speed 7
Constant Benefits
* You gain a +2 bonus to Perception checks.
* You gain a +2 bonus to all defenses against opportunity attacks.
Active Benefits
Poisonous Deterrent: Once per encounter, when a creature hits you or the kivit with a melee attack, you can deal 5 poison damage to the attacker as an opportunity action.
Level 11: 10 poison damage.
Level 21: 15 poison damage.
This gregarious, brightly colored, parrotlike bird is as intelligent as it is attractive.
Senses low-light vision
Speed 2, fly 5
Constant Benefits
* You gain a +2 bonus to Bluff checks and Diplomacy checks.
* You can read and speak one additional language of your choice.
Active Benefits
Telepathic Mimicry: A sitak can telepathically communicate with other creatures that share a language with you and that are within 10 squares of it. When it communicates, you hear everything it transmits and hear everything spoken to it. You can dictate its answers if you choose. You do not need line of effect or line of sight to the sitak to use this benefit.
These reclusive, black-scaled, winged serpents use their empathic sense to hunt for food and to read the mental states of nearby creatures.
Senses blindsight
Speed 2, fly 6
Constant Benefits
* You gain a +2 bonus to Diplomacy checks and Insight checks.
Active Benefits
Empathic Guidance: Once per round, when you make an Insight check and dislike the result, you can reroll the skill check. You must use the second roll.
Augment 1: As above, except that you can use either the second die roll or a result of 10.
Vampiric Vitality: Once per encounter, if the wrab starts your turn adjacent to a bloodied creature, you gain 4 temporary hit points.
Level 11: 8 temporary hit points.
Level 21: 12 temporary hit points.
This lizard chirps nervously as it hops around, and its sharp, feathered scales gleam in the light.
Senses low-light vision
Speed 6, (10 when running)
Constant Benefits
* You gain a +2 bonus to Athletics checks made to jump.
* You gain a +2 bonus to speed when running or charging.
Active Benefits
Piercing Scream: Once per encounter as a minor action, the z’tal can unleash a piercing scream in a close blast 3. Any creature in the blast is deafened and cannot make opportunity attacks until the start of its next turn.
When the shy brownie appears, it resembles a miniature elf dressed in clothing cobbled together from household bits and bobs.
Senses low-light vision
Speed 5
Constant Benefits
You gain a +2 bonus to Stealth and Thievery checks.
Active Benefits
Unseen Servant: You can use a minor action to turn the familiar invisible. While invisible, the familiar can carry objects that weigh up to 25 pounds, and it can move and manipulate objects at your command.
A small shadow takes the form of an inky black raven with glowing red eyes.
Senses darkvision
Speed 2, fly 6 (hover)
Constant Benefits
* You gain a +2 bonus to Perception checks.
* You gain a +4 bonus to all defenses during a surprise round.
Active Benefits
Under Raven’s Wing: Once per encounter as a minor action, you and your allies adjacent to the shadow raven gain partial concealment until the end of your next turn.
The crude and abrasive daolanin compensates for its unpleasant disposition through the command it displays over elemental earth.
Speed 6
Constant Benefits
Earth’s Upheaval: The ground adjacent to you and the daolanin is difficult terrain for enemies that lack earth walk.
Active Benefits
Gift of Stone: When you use an arcane daily attack power, the daolanin pushes one enemy adjacent to it up to a number of squares equal to your Constitution modifier.
Elemental Conduit: Once per encounter, you can use your familiar’s space as the origin for a close arcane attack power.
The djinnling’s changeable nature does little to interfere with its willingness and ability to aid your cause.
Speed 6, fly 4 (hover)
Constant Benefits
Forceful Gusts: You can slide one ally adjacent to you or to the djinnling 1 square as a minor action.
Active Benefits
Gift of Wind: When you use an arcane daily attack power, you slide one creature adjacent to the djinnling up to 2 squares, and the djinnling shifts up to 2 squares.
Elemental Conduit: Once per encounter, you can use your familiar’s space as the origin for a close arcane attack power.
The fires glowing from within an efreetkin’s blackened flesh hint at the malice these servants hold for natural creatures.
Speed 8
Constant Benefits
Friend of Flames: You gain resist 5 fire.
Active Benefits
Gift of Flame (fire): When you use an arcane daily attack power, one enemy adjacent to the efreetkin takes fire damage equal to 3 + your Constitution modifier.
Elemental Conduit: Once per encounter, you can use your familiar’s space as the origin for a close arcane attack power.
The playful maridan brings levity to the most trying situations, yet its jocularity never interferes with the performance of its duty.
Speed 6, swim 6
Constant Benefits
Aquatic: You and the maridan can breathe underwater. In aquatic combat, you gain a +2 bonus to attack rolls against nonaquatic creatures.
Active Benefits
Gift of Water:When you use an arcane daily attack power, each enemy adjacent to the maridan is slowed, and you (if you are adjacent to the maridan) and each ally adjacent to it gain partial concealment. These effects last until the end of your next turn.
Elemental Conduit: Once per encounter, you can use your familiar’s space as the origin for a close arcane attack power.
Sprites are almost as common in the Feywild as birds are in the natural world. You have befriended a minor sprite, who helps you with its innate sense of magic and its glowing wings.
Senses low-light vision
Speed 4, fly 6
Constant Benefits
You gain a +2 bonus to Arcana checks.
You can make an Arcana check as a minor action, rather than a standard action, to sense the presence of magic.
Active Benefits
Light: As a minor action, you command the sprite to shed bright light in a 4-square radius. As a free action, you can command the sprite to douse the light
Medium fey beast
HP your bloodied value
Initiative equal to yours
AC 15, Fortitude 13, Reflex 13, Will 13 Perception equal to yours +2
Speed 7 low-light vision
Blinking Pack (teleportation) Aura 1
The blink dog or any ally in the aura can use a move action to teleport to another square in the aura.
Blinking Bite (teleportation) At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + one-half your level damage, and the blink dog teleports up to 2 squares. Level 21: 2d8 + one-half your level damage.
Str 14 Dex 20 Wis 14
Con 17 Int 2 Cha 6
Medium fey beast
HP your bloodied value
Initiative equal to yours
AC 15, Fortitude 11, Reflex 15, Will 15 Perception equal to yours +2
Speed 8 low-light vision
Displacement (illusion) Aura 1
Allies gain a +1 power bonus to all defenses while in the aura.
Tentacle (illusion) At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + one-half your level damage, and the displacer beast gains partial concealment until the end of its next turn. Level 21: 2d8 + one-half your level damage.
Str 15 Dex 20 Wis 16
Con 16 Int 2 Cha 6
Medium fey beast
HP your bloodied value
Initiative equal to yours
AC 13, Fortitude 13, Reflex 15, Will 11 Perception equal to yours +2
Speed 8 , climb 6 low-light vision
Alert Companion Aura 1
While in the aura, enemies cannot gain combat advantage against the fey panther’s allies.
Claw At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d8 + one-half your level damage, and the target grants combat advantage to you until the end of your next turn. Level 21: 2d8 + one-half your level damage.
Str 15 Dex 20 Wis 13
Con 15 Int 2 Cha 6
Medium fey beast
HP your bloodied value
Initiative equal to yours
AC 13, Fortitude 15, Reflex 11, Will 15 Perception equal to yours +2
Speed 6 darkvision
Ferocious Companion Aura 1
Allies gain a +2 power bonus to damage rolls against enemies in the aura.
Claw At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 1d12 + one-half your level damage. Level 21: 2d12 + one-half your level damage.
Str 20 Dex 12 Wis 14
Con 17 Int 2 Cha 6
Large immortal beast (mount)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the tiger if an effect allows it to spend one
Defenses your defenses + 1, not including any temporary bonuses or penalties
Speed 9 (forest walk)
Tiger Agility (mount)
The tiger gains a +10 bonus to Acrobatics and Athletics checks. It does not need to move to gain a running start for Athletics (jump) checks.
Bite At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.
Battle Pounce Encounter
Effect: The tiger jumps up to 5 squares and attacks.
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage, and the target falls prone.
Raking Claw At-Will
Trigger: An enemy enters a square adjacent to the tiger.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); your level + 5 vs. AC
Hit: 1d8 + your Charisma modifier damage.
Large immortal beast (mount)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties; Resist 5 all
Speed 7
Heavy Impact (mount)
The behemoth’s rider gains a +4 power bonus to damage rolls with charge attacks, and any target hit by the rider’s charge attack falls prone.
Gore At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d10 + your Charisma modifier damage, and the behemoth pushes the target 1 square. The behemoth can shift into the vacant square.
Trample Encounter
Effect: The behemoth moves up to its speed and can move through enemies’ spaces during the move. Each time the behemoth enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0 (each enemy whose space the celestial behemoth enters); your level + 3 vs. Reflex
Hit: 4d8 + your Charisma modifier damage, and the behemoth pushes the target 1 square and the target falls prone.
Large immortal beast (mount)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the pegasus if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 8 , fly 8
Spirited Charge (mount)
The steed’s rider gains a +3 bonus to attack rolls on charge attacks instead of +1. If the charge attack hits, the rider can make a saving throw.
Kick At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d8 + your Charisma modifier damage.
Flyby Attack Encounter
Effect: The pegasus moves up to its speed. During this move the pegasus can make a kick attack or its rider can make a melee basic attack. The pegasus and its rider do not provoke opportunity attacks from the enemy it or its rider attack during this action.
Large immortal beast (mount)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the steed if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed 8
Charger (mount)
The steed’s rider gains a +5 bonus to damage rolls on charge attacks.
Kick At-Will
Attack: Melee 1 (one creature); your level + 5 vs. AC
Hit: 2d6 + your Charisma modifier damage.
Trample Encounter
Effect: The warhorse moves up to its speed and can move through enemies’ spaces during the move, if that enemy is Medium size or smaller. Each time the warhorse enters an enemy’s space for the first time during the move, it makes the following attack against that enemy.
Attack: Melee 0 (each enemy whose space the celestial warhorse enters); your level + 3 vs. Reflex
Hit: 2d8 + your Charisma modifier damage, and the enemy falls prone.
Large immortal magical beast (dragon, mount)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the dragon if an effect allows it to spend one
Defenses your defenses + 2, not including any temporary bonuses or penalties; Resist 25 cold; Saving Throws +2
Speed 8 , fly 10
Draconic Power (mount)
The dragon’s rider gains a +1 bonus to attack rolls.
Bite At-Will
Attack: Melee 2 (one creature); your level + 5 vs. AC
Hit: 3d8 + your Charisma modifier damage.
Breath Weapon (cold) Encounter
Attack: Close blast 5 (creatures in the blast); your level + 3 vs. Reflex
Hit: 3d8 + your Charisma modifier cold damage.
Miss: Half damage.
New Vigor (healing) Encounter
Effect: The dragon regains hit points equal to your surge value, and it regains a use of its breath weapon if its breath weapon has been used already in this encounter.
Tail Slam At-Will
Trigger: An enemy enters a square adjacent to the dragon.
Attack (Immediate Reaction): Melee 1 (the triggering enemy); your level + 5 vs. AC
Hit: 3d6 + your Charisma modifier damage, and the target falls prone.
Unicorn Destrier
Large fey magical beast (mount)
HP your bloodied value; Healing Surges none, but you can spend a healing surge for the destrier if an effect allows it to spend one
Defenses your defenses, not including any temporary bonuses or penalties
Speed land 8
Piercing Charger (mount)
If the destrier’s rider makes a charge attack and hits, the target of the attack is pushed 1 square and knocked prone.
Kick At-Will
Attack: Melee 1 (one creature); your level + 7 vs. AC
Hit: 2d6 + your Strength or Charisma modifier damage.
Fey Step (teleportation) Encounter
Effect: The destrier and its rider teleport up to 5 squares. The destrier’s rider must teleport to a square adjacent to the destrier.
Horn Touch Encounter
Effect: One creature adjacent to the destrier can make a saving throw.