AI Generated Familiars

 

Familiar Name

CF

Natural?

Mount?

Abilities

Arcane Armadillo

2

Yes

Yes

L1: Roll into a ball, increasing AC by 5 but reducing speed to 0. L9: 1P: Absorb incoming spells of 5th level or lower, storing their energy for later release. L18: 1M: Unleash all stored spell energy in a devastating blast, dealing 2d10 force damage per absorbed spell level in a 100-foot radius.

Beholder's Stepbrother

2

No

No

L1: Cast Counterspell or Dispel Magic without using a spell slot, once per turn. L9: 1P: Fires three rays replicating any 5th-level or lower spells the caster chooses. L18: 1M: Becomes a full beholder under the caster’s control for an hour.

Cabbage Whisperer

2

Yes

No

L1: Instantly grow plants, including magical ones, at will. L9: 1P: Summon a protective and aggressive army of sentient cabbages. L18: 1M: Transform the area into a magical forest, empowering the caster’s spells with enhanced potency and precision.

Celestial Capybara

2

Yes

No

L1: Radiates an aura of calm that prevents aggression. L9: 1P: Forces a truce between all combatants for 1 minute. L18: 1M: Grants the caster divine serenity, making them immune to all harmful effects for a day.

Chrono Chameleon

2

Yes

No

L1: Blend perfectly into the environment, granting +10 to Stealth checks. L9: 1P: Slow time in a 30-foot radius, giving you and allies an extra action for 1d4 rounds. L18: 1M: Rewind time by up to 1 hour, allowing you to undo events and make different choices.

Cosmic Cuttlefish

2

Yes

No

L1: Change colors at will, granting +8 to Stealth checks underwater. L9: 1P: Release a cloud of cosmic ink, teleporting all creatures within a 30-foot radius to a random location within 1 mile. L18: 1M: Manipulate the cosmic forces to rearrange celestial bodies, altering the effects of astrology-based magic within the planet.

Cosmic Pugilist

2

No

Yes

L1: Can punch ghosts and intangible beings. L9: 1P: Uppercuts an enemy so hard they are launched into another plane. L18: 1M: Becomes a living star, dealing radiant damage with every attack.

Dimension Dodo

2

No

No

L1: Phase through solid objects up to 5 feet thick. L9: 1P: Create a pocket dimension that can store up to 500 cubic feet of matter or creatures. L18: 1M: Tear open rifts in space-time, allowing travel between planes or to any location in the multiverse once per week.

Dimension-Hopping Crab

2

Yes

No

L1: Sidesteps into alternate realities for a brief moment. L9: 1P: Creates multiple versions of itself across dimensions. L18: 1M: Summons an army of alternate-reality versions of the caster to assist in battle.

Duck of Infinite Waddle

2

Yes

No

L1: Gives the caster uncanny luck, granting advantage on all rolls. L9: 1P: Forces enemies to reroll any successful attacks against the caster. L18: 1M: Transcend the duck to divinity, allowing the caster to cast Wish daily.

Eldritch Axolotl

2

Yes

No

L1: Regenerate 1d10 hp per round and regrow lost limbs or organs in 1d4 minutes. L9: 1P: Transform into an amorphous, tentacled horror for 5 minutes, gaining 100 temporary hp, +5 to all ability scores, and the ability to make 4 attacks per round dealing 3d10 psychic damage each. L18: 1M: Warp reality around you, granting immunity to all damage types, status effects, and targeted spells for 1 minute.

Entropy Elephant

2

No

Yes

L1: Decay objects you touch, dealing 2d6 necrotic damage. L9: 1P: Trumpet a wave of entropy, aging non-living matter by 100 years in a 30-foot cone. L18: 1M: Accelerate entropy in a 1-mile radius, causing all structures to crumble and non-magical items to disintegrate (DC 20 Con save for magical items).

Ethereal Echidna

2

Yes

No

L1: Phase partially into the Ethereal Plane, gaining +5 to AC against non-magical attacks. L9: 1P: Launch ethereal quills that bypass all physical defenses, dealing 8d8 force damage to up to 3 targets. L18: 1M: Shift an entire battlefield (100-foot radius) into the Ethereal Plane for 10 minutes.

Ethereal Goldfish

2

Yes

No

L1: Grants perfect memory of everything the caster has ever learned, even across lifetimes. L9: 1P: Erases one event of the caster’s choice from reality (DM’s call). L18: 1M: Resets the entire battle while allowing the caster to remember all enemy actions.

Explosive Sloth

2

No

Yes

L1: Takes extra time to act, but when it does, it deals double damage. L9: 1P: Builds up energy, then releases an explosion. L18: 1M: Unleashes an extinction-level event over one turn, then naps for a day.

Feral Librarian

2

No

Yes

L1: Instantly knows the contents of any book by touching it. L9: 1P: Summons an ancient, cursed tome to rewrite an enemy’s actions. L18: 1M: Unleashes a literary apocalypse, overwhelming foes with sentient words.

Fractal Butterfly

2

No

No

L1: Each wing flap creates minor illusions in a 10-foot radius, imposing a -2 penalty on enemy attack rolls. L9: 1P: Generate a swarm of illusory duplicates that confuse and disorient enemies, forcing them to make a DC 20 Intelligence save or become stunned for 1d4 rounds. L18: 1M: Unleash a reality-bending storm of fractals that rewrites local physical laws, allowing you to alter one fundamental constant (gravity, time flow, etc.) for 24 hours within a 1-mile radius.

Fractal Fox

2

No

No

L1: Split into two smaller copies when attacked, each with half hp. L9: 1P: Multiply into 8 copies, each capable of taking actions independently for 1 minute. L18: 1M: Create a fractal realm where you exist at all scales simultaneously, becoming immune to damage and able to attack any target regardless of distance.

Gargoyle's Secret Twin

2

No

No

L1: Turns to stone at will, gaining extreme durability. L9: 1P: Absorbs kinetic energy, then releases it in a devastating attack. L18: 1M: Becomes a massive living fortress, shielding allies and devastating enemies.

Gnome With a Plan

2

No

No

L1: Always has a prepared (if ridiculous) contingency plan. L9: 1P: Retroactively sets up a “trap” that activates at the perfect time. L18: 1M: Forces reality to follow the caster’s “five-step genius strategy.”

Gravity Gopher

2

Yes

No

L1: Burrow through any material at a speed of 20 feet per round. L9: 1P: Alter gravity in a 50-foot radius, either doubling or halving its effects for 1 minute. L18: 1M: Create a localized black hole, pulling all objects and creatures within 200 feet towards its center (DC 22 Str save to resist).

Holographic Hummingbird

2

No

No

L1: Project perfect illusions within a 30-foot radius, granting +10 to Deception checks. L9: 1P: Create a fully interactive holographic environment in a 100-foot radius that can fool all senses (DC 22 Intelligence save to disbelieve). L18: 1M: Manipulate the fabric of reality through holograms, allowing you to temporarily change the properties of matter or energy within a 1-mile radius for 10 minutes (e.g., turn stone to water, make fire freeze objects, etc.).

Infernal Hedgehog

2

No

No

L1: Surrounds the caster with an aura that makes them immune to fire and cold damage. L9: 1P: Becomes a fiery projectile, damaging enemies and terrifying them. L18: 1M: Explodes in a massive inferno that spares only the caster and their allies, destroying everything else.

Interdimensional Ferret

2

Yes

No

L1: Slips into a pocket dimension for a few seconds. L9: 1P: Swaps places with another creature at will. L18: 1M: Opens portals to multiple locations simultaneously, allowing for instant escape or attack.

Mechanical Seagull

2

No

No

L1: Steals small objects unnoticed. L9: 1P: Screeches so loud it disrupts concentration and spells. L18: 1M: Summons a metallic flock to overwhelm enemies and steal their gear.

Mimic’s Apprentice

2

No

Yes

L1: Shape-shifts into any magic item the caster has seen for temporary use. L9: 1M: Turns into an impenetrable fortress, protecting the caster completely for 1 minute. L18: 1M: Devours the spellcasting focus or spellbook of an enemy caster, permanently stripping their ability to use magic.

Mirage Meerkat

2

Yes

No

L1: Create illusory duplicates, imposing -4 on attack rolls against you. L9: 1P: Project a major illusion covering a 100-foot cube, fully convincing to all senses (DC 20 Int save to disbelieve). L18: 1M: Alter reality to match an illusion you've created, making it real for 10 minutes.

Nebula Newt

2

No

No

L1: Create a 10-foot radius of darkness that you can see through. L9: 1P: Summon a cosmic storm dealing 8d10 force damage in a 50-foot radius (DC 18 Dex save for half). L18: 1M: Open a portal to a random plane, sucking in all creatures within 100 feet (DC 25 Str save to resist).

Neon Narwhal

2

Yes

No

L1: Illuminate dark areas within 60 feet and reveal invisible creatures, granting you and allies +5 to Perception checks. L9: 1P: Fire a prismatic beam that deals 10d10 force damage and forces the target to make three saving throws (DC 18 Dex, Con, and Wis) or be polymorphed, petrified, or banished respectively. L18: 1M: Create a dazzling light show that mesmerizes all beings who can see it within 200 feet. Targets must make a DC 25 Wisdom save or have their memories rewritten as you choose for the past 24 hours.

Omniscient Parrot

2

Yes

No

L1: Repeats anything it hears with perfect accuracy. L9: 1P: Mimics spells it has witnessed in the last hour. L18: 1M: Recites the words of fate, revealing the true future to the caster.

Origami Dragon

2

No

Yes

L1: Transform into any small object, granting you +15 to Stealth checks while disguised. L9: 1P: Unfold into a massive paper construct (AC 22, 200 hp) that obeys your commands and deals 8d10 slashing damage on hits. L18: 1M: Rewrite reality by folding space-time, allowing you to rearrange the positions of all creatures and objects within a 100-foot radius.

Paradox Parrot

2

Yes

No

L1: Repeat any sound perfectly, granting +10 to Deception checks involving mimicry. L9: 1P: Squawk a paradox, forcing all who hear to make a DC 18 Wis save or be stunned for 1d4 rounds. L18: 1M: Speak a reality-altering phrase that changes one fundamental truth of the universe for 24 hours.

Paradox Penguin

2

Yes

No

L1: Understand and speak all languages, and gain +10 to all Linguistics checks. L9: 1P: Create a temporal loop, allowing you to retry your last action with a +5 bonus to the roll. L18: 1M: Summon 1d4+2 alternate timeline versions of yourself (each with your full abilities) to fight alongside you for 1 hour.

Penguin Paladin

2

Yes

No

L1: Grants the caster an indestructible ice shield. L9: 1P: Freezes an enemy in a block of ice for a full minute. L18: 1M: Calls down an aurora storm, buffing allies and slowing all enemies.

Plasma Phoenix

2

No

Yes

L1: Ignite your body, dealing 1d6 fire damage to attackers. L9: 1P: Explode in a burst of plasma, dealing 10d10 fire damage in a 60-foot radius and reforming at a chosen location within 120 feet. L18: 1M: Rise from your own ashes, fully restoring hp and removing all negative effects once per day.

Possessed Marionette

2

No

Yes

L1: Takes control of an unattended object for one round. L9: 1P: Manipulates an enemy’s limbs like a puppet for a turn. L18: 1M: Turns the battlefield into a horrifying stage where reality bends to the caster’s play.

Probability Penguin

2

Yes

No

L1: Slightly alter odds, allowing you to reroll any 1s on damage dice. L9: 1P: Cause a cascade of improbable events, forcing all creatures within 60 feet to reroll all dice for 1 minute, taking the lower result. L18: 1M: Reshape local probability fields, allowing you to choose the result of any roll within 100 feet 3 times per day.

Psychic Housecat

2

Yes

No

L1: Knows when someone is lying. L9: 1P: Causes an enemy to question their own reality, confusing them. L18: 1M: Predicts every move in combat before they happen, making the caster effectively untouchable.

Psychic Porcupine

2

Yes

No

L1: Project thoughts to any creature within 60 feet. L9: 1P: Launch a barrage of psychic quills, dealing 6d8 psychic damage to up to 5 targets (DC 17 Int save for half). L18: 1M: Create a mindlink with up to 10 willing creatures, sharing all senses and allowing instant communication for 24 hours.

Psyduck's Estranged Cousin

2

Yes

No

L1: Enables telepathic communication with any creature. L9: 1P: Emits a psionic shockwave that stuns all creatures in a large radius without a saving throw. L18: 1M: Unlocks the caster’s latent psionic power, letting them cast high-level spells without expending slots.

Quantum Entangled Cats

2

Yes

No

L1: Always land on your feet, negating falling damage and granting +5 to Acrobatics checks. L9: 1P: Link the fates of two creatures within 100 feet. For 1 hour, they share all damage and healing received. L18: 1M: Collapse local probability, allowing you to choose the outcome of any event within 1 mile. This ability can be used 3 times per day.

Quantum Quail

2

Yes

No

L1: Exist in multiple states simultaneously, granting +5 to AC. L9: 1P: Split into 5 quantum copies, each able to take a separate action. L18: 1M: Alter your quantum state to become immune to a chosen damage type or effect for 24 hours.

Quantum Quetzal

2

Yes

No

L1: Exist in a state of quantum superposition, adding +3 to all saving throws. L9: 1P: Entangle a target with quantum particles, allowing you to teleport to their location as a bonus action for 10 minutes. L18: 1M: Manipulate quantum fields to alter the fundamental properties of matter within a 1-mile radius for 1 hour.

Quantum Quokka

2

Yes

No

L1: You gain +5 to all Charisma checks. L9: 1P: Create a probability field where your next action automatically succeeds with a critical hit if applicable. L18: 1M: Manipulate reality to ensure the best possible outcome for any situation, granting you a +10 bonus to all rolls for 1 hour.

Quantum Squirrel

2

No

Yes

L1: Let the caster retroactively change their previous action after seeing its result. L9: 1P: Shift timelines to guarantee success on the caster’s last failed roll. L18: 1M: Reset the caster’s health, spells, and items to their state at the start of combat, as if nothing happened.

Reality-Warping Chameleon

2

No

No

L1: Blends perfectly into the environment. L9: 1P: Temporarily alters its surroundings to be something else. L18: 1M: Becomes an aspect of reality itself, rewriting a single natural law.

Screaming Mandrake

2

No

Yes

L1: Emits an ear-piercing wail that stuns nearby creatures. L9: 1P: Causes all enemies to flee in terror, no save. L18: 1M: Screams so loud it shatters reality, rewriting one event.

Sentient Jukebox

2

No

No

L1: Plays background music that subtly influences emotions. L9: 1P: Forces all creatures to dance uncontrollably. L18: 1M: Sings a song of ultimate power, rewriting reality’s rules for a minute.

Sentient Stormcloud

2

No

No

L1: Shocks enemies with minor lightning strikes. L9: 1P: Summons a localized thunderstorm under the caster’s control. L18: 1M: Becomes a living storm, altering the weather permanently in a large area.

Singularity Sloth

2

No

Yes

L1: Warp time around you, granting an additional reaction each round. L9: 1P: Create a time dilation field, slowing all creatures within 50 feet to half speed and imposing -4 to all their rolls. L18: 1M: Generate a temporary singularity, freezing time for everything except you and your allies for 1d4 rounds.

Spectral Platypus

2

Yes

No

L1: Detect magic within 60 feet and swim through solid objects up to 5 feet thick. L9: 1P: Release a venomous strike that paralyzes one target (no save) and drains 5d8 spell slots or spell points. L18: 1M: Create a temporary alternate dimension where you dictate the laws of physics for 10 minutes, affecting all creatures within 1 mile.

Techno Tortoise

2

No

Yes

L1: Interface with any technology, granting +10 to relevant skill checks. L9: 1P: Generate a force field with 100 hp that blocks all incoming damage. L18: 1M: Transform into a giant mecha-tortoise with AC 25, 300 hp, and the ability to fire energy beams dealing 12d12 force damage.

The Befuddling Toad

2

Yes

No

L1: Confuses enemies, making them forget their last action. L9: 1P: Rewrites an enemy’s memory to remove their knowledge of a spell or attack. L18: 1M: Forces every enemy in the battle to relive the same moment infinitely until the caster decides to release them.

Tiffany the Glass Golem

2

No

Yes

L1: Bends light to make the caster invisible to all creatures and sight-based effects. L9: 1P: Reflects an enemy’s spell back at them with double its power. L18: 1M: Shatters into radiant shards, severely damaging all enemies nearby while fully healing the caster.

Trash Panda of Doom

2

Yes

No

L1: Scavenges rare magic items that the caster “needs” (DM’s choice). L9: 1P: Builds a temporary legendary artifact that mimics its powers for one minute. L18: 1M: Opens a portal to a treasure-filled dimension the caster can loot for an hour.

Vampiric Goldfish

2

Yes

No

L1: Absorbs minor amounts of life energy from nearby creatures. L9: 1P: Steals an enemy’s strongest ability for a turn. L18: 1M: Drains the life force of all enemies, restoring the caster to full strength.

Void Hamster

2

Yes

No

L1: Creates tiny black holes to store objects safely. L9: 1P: Sucks an enemy’s weapon or spellcasting focus into the void. L18: 1M: Opens a small singularity that briefly erases a battlefield zone from existence.

Void Viper

2

No

No

L1: Spit acid that deals 2d6 damage and reduces target's AC by 2. L9: 1P: Bite a target, injecting void energy that deals 8d10 force damage and teleports the target 100 feet in a random direction. L18: 1M: Create a 100-foot radius zone of nothingness, erasing everything inside from existence for 1 minute.

Void Vulture

2

No

Yes

L1: Consume shadows, healing 1d6 hp per round in darkness. L9: 1P: Unleash a screech that creates a 60-foot cone of absolute darkness, dealing 8d10 necrotic damage (DC 18 Con save for half). L18: 1M: Open a rift to the void, sucking in all light and life force within 200 feet (DC 22 Str save to resist) and healing you for all damage dealt.