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Arcane Familiar, Arcane Wisp

Small elemental, unaligned

Armor Class 10 (natural armor)
Hit Points 2 (1d4)
Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
Challenge ¼ (50 XP)

SPECIAL TRAITS

  • Antimagic Susceptibility. The arcane familiar is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the arcane familiar must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
  • Arcane Orbit. Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them.
  • Arcane Wisps. As an action, the creature who summoned the arcane wisps can cause them to create an image of an object no larger than a 5-foot cube within 50 feet of them. The size of the image can increase by 5 feet for each additional arcane wisp the creature controls. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against the summoner’s spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

ABOUT

Arcane Familiars For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit.

These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power.

Arcane familiars are not only weapons, but can defend their summoner in times of need. Powerful mages that sit at the sides of kings or guard others of great importance are often orbited by faint shimmering hermetic disks. Each disk is a shield of force, as strong as any steel. These shields float in a slow spherical orbit around their summoner, but can also protect the mage’s allies in battle, appearing just in time to stop an arrow mid-flight or block the heavy blow of an orcish war axe.

These faint shimmers of arcane power swarm in the air around their summoner. Used by tricksters, these arcane familiars can project illusions. While each can only project a relatively small illusion, they can be used in concert to create larger illusions, shaped by the will of their summoner.

Section 15: Copyright Notice

Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.

Section 15: Copyright Notice
Zargoth’s Tome of Familiars, Copyright 2021, Arcana Games, LLC.