Showing posts with label Hell. Show all posts
Showing posts with label Hell. Show all posts

Friday, May 30, 2025

Friday Encounter: The Sacrifice

This encounter's another one to subvert your players' expectations and present them with a moral quandry to solve. It works best on the road, since the PCs should ideally be unfamiliar with the local area. However, you may wish to plant some rumors in nearby settlements so that the players know what to expect - or at least they think they do.

While traveling, the party comes upon a small village where a strange ceremony is taking place. Four young men and women are parading through the streets bedecked in flowers and accompanied by guards, yet despite the festive scene, the townspeople are all watching silently with grim expressions. Even the youths on parade appear to be nervous, avoiding eye contact; some can even be heard sobbing. If the PCs decide to ask the villagers what's going on, they'll explain in hushed tones:

The village is in debt to a cult of demon worshipers, after an inhabitant of the town sold his soul generations ago. Now, the cult demands a sacrifice of four of the town's youths every spring, or the forces of Hell will be displeased and seek to collect their bargain by force. The sacrifice has happened every year for as long as anyone can remember, and no one has dared to defy the cult for fear of the consequences that may bring. Although the townsfolk regret having to sign away the lives of their children, they see it as their unfortunate duty to bear, and don't dare to question it. In particular, one girl, Katrin, is the beloved daughter of the town innkeeper, Rikerd Gerst. If the PCs stop at the inn, he will be visibly stricken with grief.

Naturally, this all sounds like a setup for the PCs to put a stop to the cult. If they ask around, the townspeople will give them directions to the site of the sacrifice a short distance away. If you like, you can spin this out into a full-fledged dungeon, or if you'd like to keep things simple, it could just be an altar in a grove.

Either way, if the PCs choose to pursue the sacrificial victims, they will find them gathered around a raised, stepped platform topped by an altar, with robed cultists watching silently. Enter Action Time at this point, and track the number of rounds that pass. The altar is a terrain feature with the Three-Quarters Cover, High Ground, Ledge, and Steep tags.

There are eight cultists gathered - six stand chanting in a circle, while one leads the victims, and an eighth waits by the altar with a curved sacrificial dagger. Each round, the cultist leading the victims will walk them higher up the steps to the altar. If the PCs show themselves, the six chanting cultists will attempt to hold them off, but the other two will not cease their duties.

Starting at the third round, if the cultist leading the victims and the dagger-bearer are still alive and not incapacitated, one of the victims will be laid on the altar, where the dagger-bearer slits their throat, killing them instantly. From then on, these two cultists will kill one victim per round as long as they are alive and not otherwise engaged in combat. If one of them dies or is incapacitated, and there is a cultist in the group that can fill the position, that cultist will attempt to disengage from combat and take up their role. This happens even if the PCs are an obvious threat. If this happens, the timer pauses for one round, but resumes from where it was left the next round. If all four victims are killed, the two cultists join in the fight.

If the PCs manage to defeat the cultists and return the youths to their families, the townspeople will be grateful, rewarding each PC with 100 GP per victim rescued safely. However, they will still wonder with noticeable anxiety what will happen now that the ritual has failed.

As a matter of fact, their fears are warranted. If the blood of less than four innocents was spilled on the altar that night, the pact is broken, and the sacrificial altar collapses into a hellmouth - a portal to the pits of Hell itself. The terrain around the altar warps, with the ground becoming parched and cracked and the trees gnarled, storms crackle overhead, and demons pour forth from the pit, laying waste to anything in their path. The PCs may well have traded one problem for a bigger one - and they might need to take greater measures to seal the portal they've created.

Friday, February 28, 2025

Friday Encounter: Deals at the Crossroads

For optimal folkloric resonance, the best place to use this encounter is at a crossroads, preferably at night. As everyone knows, the crossroads is a place where the boundaries between worlds are weak, and it's easier to contact the other side - or, for that matter, for the other side to contact you. However, it would also work in the wilderness, in a dungeon, or perhaps even in a town, after everyone else is asleep.

Background

In the Lunar Lands, there are numerous places where the fabric of reality thins, and it is easier for things from other worlds to slip through. Crossroads are particularly susceptible to this, as an already liminal space where multiple routes intersect. Alimuth, a demon, has taken advantage of this. Like all demons, he delights in using his magic to bring mortals to ruin and spread discord, and he has come into the possession of multiple mortal souls through offering fabulous powers in exchange for immortal servitude. Now, the PCs might well become his latest clients...

The Encounter

Alimuth will appear to the PCs at the crossroads when no one else is around. He takes the disguise of a wealthy merchant, wearing fine clothes embroidered with fur and brocades, but all in shades of red. Like all demons, Alimuth is physically incapable of invoking the names of any gods, and instead refers to them by epithets and titles whenever possible. Additionally, a DC 20 Perception check reveals that he has slit pupils like those of a cat.

The "merchant" is found sitting on a cart hitched to a donkey on the side of the road. The cart has lost a wheel and sunken into a ditch - Alimuth is particularly interested in corrupting good-hearted and generous souls, and wants to pose as someone in need of help as a way to lure the PCs closer. He calls to the PCs for aid as they pass.

It's a simple enough task to find the missing wheel and fix the cart - no rolling is necessary. Alimuth just wants to get the PCs close enough to make his pitch. He graciously thanks the PCs and commends them on their kindness - then offers to repay them in a way only he can.

At this point, Alimuth promises to impart each of the PCs with a special "blessing." He will teach any of the PCs one spell from the warlock spell list, regardless of whether or not they have any levels in warlock. This spell should be one suited to the character's class, playstyle, and strategies, and should be one spell level higher than the highest level of spell slot a warlock of the same level as the PC would have access to - this is a more powerful spell than what would otherwise be possible of the PC. If the PC is a spellcasting class, the spell is cast as they would normally cast any other spell and takes up one spell slot of their highest available level. If they are not a spellcasting class, they can cast it as a warlock would (ie. their spell save DC is 8 + proficiency bonus + CHA, and their spell attack modifier is proficiency bonus + CHA), once per long rest.

However, this comes at a cost. To teach the PC the spell, Alimuth will need ownership over their soul as payment. If the PC dies, their soul is immediately damned to Hell; they automatically fail all death saves, and they cannot be resurrected or communed with unless their soul is retrieved from Hell directly or Alimuth otherwise relinquishes control over their soul. Furthermore, they are to forfeit their life after a year and a day (you are keeping track of time, right?). If they are still alive at this time, Alimuth will send a pack of three hellhounds after the party to attack them. The hounds appear at nightfall every day until the affected PC dies, heralding their arrival with the sound of a loud howl, and will track them relentlessly. If the hounds are killed, they simply respawn the next night. If the affected PC dies, the hounds immediately vanish and do not attack the rest of the party. The hounds cannot enter holy ground, such as a temple or the burial ground of a saint.

Although a demon, Alimuth is a man of his word and does not attempt to mislead or trick the people he deals with. He presents the PCs with a contract in which all the relevant information is laid out (albeit in circuitous language that is difficult to understand), and will not teach them the spell until the PCs sign the contract in their blood (he provides a quill with a pointy tip, if necessary). However, he will try his best to persuade them, describing how it's in their best interests to branch out with magic, and they surely won't be in any danger any time soon with such fabulous magic on their side.

If the PCs turn him down, Alimuth will disappear, but emphasizes that the PCs are welcome to change their mind at any time. He will also disappear if attacked. If they return to the crossroads with the express intent of visiting Alimuth, he will be right where they left him. He will not appear if they are just passing through.

Optionally, you might rule that a cleric or paladin who sells their soul to Alimuth will no longer be able to use class features that rely on divine favor, since their soul is no longer pledged to their patron god. However, this runs the risk of mechanically crippling a character and may necessitate multiclassing for them to remain viable, so it's best to talk this over with your players to make sure they're prepared for such measures. If you don't see a year and a day passing over the course of the campaign, another optional measure to speed things up would be to have Alimuth's contract specify it expires in a year and a day in Hell, and he comes from a domain of Hell where time passes faster than it does in the mortal realm - so he may come to collect the bargain sooner than expected!

Furthermore, even if Alimuth does collect a PC's soul, that might not be the end. A resourceful party might find a way to track the demon down and convince him to give up their ally's soul - or even free their companion from Hell itself.

Wednesday, July 24, 2024

Three Demons

If I'm going to use demons - especially big, important, named demons - in my games, they aren't going to be something as simple as bosses to be defeated, with lots of HP and powerful attacks. That's boring. Demons are far more interesting if you stop thinking of them as enemies and think of them more as patrons - forces that could grant the PCs great power if they so wish to seek out their attention, but at a great price. Drawing on their depictions in folklore and mysticism, they're unique beings with their own agendas, exploiting the foolishness and temptations of mortals to corrupt them into acts of cruelty and chaos, and no PC who consults them should do so without it coming back to bite them in the end.

Here are three demons inspired by Goetic traditions and The Book of Ebon Bindings. Their summoning rituals are intended to be handled through narrative tasks and requirements, as described in this post on ritual magic.

Sifunoth, the Great Black Goat of Nowaub
Sifunoth is a Mighty Great President of Hell with forty-four legions of demons under her command. She is known as a patron of witches and is called upon at sabbaths and black masses to teach the secrets of magic to those who beseech her. Her cult is believed to have arisen in the last days of the ancient Nuwapian empire, but the rituals to summon her, and the secrets she is said to teach, have been passed down for generations, and cults to her now exist throughout the known world.

Appearance: Sifunoth typically appears as a large black nanny goat, and can assume the form of a normal goat in order to disguise herself. However, she prefers to manifest as a goat with a thousand writhing, spindly legs like those of a centipede.

Personality: Sifunoth addresses her mortal followers in an perversely grandmotherly tone, showing them cloying displays of affection and offering personal investment in their concerns. However, she is not wont to give good advice, and will always suggest acts of violence and cruelty as the solution to problems.

Summoning Ritual: Sifunoth may only be summoned under a full moon, beneath a clear sky, and when the moon appears directly above the summoning site. A scaffold of wood, eight feet tall, must be constructed, and atop it, three braziers must be lit with six juniper twigs and six aspen twigs each, before an incantation is read in Ancient Nuwapian. Then, the summoner throws themselves backwards off the platform; they may not look behind them to make sure it is safe. If the ritual is performed correctly, they will land atop Sifunoth's back, as she has miraculously manifested just beneath them, and expresses concern for her disciple risking themselves in such a fashion. The ritual takes three days to prepare and twenty minutes to perform.

Blessing: When summoned, Sifunoth will teach her disciple the secrets of magic. She will offer to impart the secrets of a random first or second-level spell from the Warlock spell list; ideally, this should be a spell that would be of use to the summoner and fit their personality and tactics. If the summoner does not think this spell would be useful, she will propose another until they approve of her offer. Then, she will press her forehead against the summoner's chest, and the summoner will instinctively know how to cast the spell. They may cast it three times per day (if first level) or once per day (if second level), using Charisma as their spellcasting ability. They can cast the spell even if they are not ordinarily a spellcasting class.

Price: Those who learn magic from Sifunoth are marked by her favor. They grow coarse black hair like that of a goat all over their bodies over the course of the next week; if they attempt to shave this hair, it grows back the next day. Others will likely regard affected PCs with suspicion and fear if they do not hide this effect.

Ritzenfauer, the King of the Labyrinth
Ritzenfauer is a King of Hell with seven legions of demons under his command. He rules from the center of the Labyrinth of a Thousand Torments, a seemingly infinite maze of corridors, pits, and deathtraps. He is known for his power over life and death, and teaches the secrets of transcending the limits of bodily mortality. Previously, he was imprisoned by an order of Torvaldic monks in the Silver Chains Priory in Togarmah, but was released by a ritual gone awry. Though he will still respond to summoning rituals, he has taken to his freedom and wanders the Mortal Realm looking for those he can lead astray. As a result of his imprisonment, he is resentful of Torvald and his faithful.

Appearance: Ritzenfauer takes the form of a shriveled, withered figure wrapped in a blue or red shroud, his face always obscured by shadow save for a pair of piercing red eyes. When in the guise of a mortal, he always walks with a hunch.

Personality: Ritzenfauer conducts himself in a stuffy, formal fashion, speaking to mortals from a place of power and dignity. He is not afraid to use mortals as pawns to accomplish his goals, and often makes offers to them that he has no intentions of holding up his end of the bargain on.

Summoning Ritual: Ritzenfauer may only be summoned on the Tenth of Winemoon (equivalent to October 10th, or the tenth day of the tenth month in the world's lunar calendar). A sigil must be drawn in black chalk with five candles made from human fat placed equidistant to one another around its radius. Each candle must be lit in sequence after an incantation is spoken in Old Golniri, and the center of the sigil must then be anointed with the blood of three different people mixed in a brass bowl. The ritual takes half an hour to set up, an hour to perform from start to finish, and must end at the stroke of midnight. If the ritual is completed successfully, Ritzenfauer will appear at the center of the sigil and offer his blessing.

Blessing: Ritzenfauer's blessing will allow his disciple to defy the laws of mortality. If accepted, the next time the disciple dies, they do not start making death saves. Instead, they will begin slowly regenerating, their mortal wounds knitting themselves back together over a period of three days. This will work even if the disciple's body was completely destroyed, such as through a disintegrate spell; their body and all equipment will regenerate from nothing. The period of regeneration is painful and the disciple remains conscious throughout the entire process; they cannot do anything more than lying around and moaning in agony until the three days are up.

Price: Ritzenfauer is amused by the fact that mortals are so afraid of their own mortality that they would not consider the greater picture. Although his blessing will work once, should the disciple die for any reason after regenerating, they do not regenerate a second time, and their soul is condemned instantly to the Labyrinth of a Thousand Torments. They do not make death saves, may not cheat Death, and cannot be revived by any means short of retrieving their soul from the Labyrinth directly.

Art by getsugadante
Lagaaz the Festering
Lagaaz is a Prince of Hell with two hundred legions of demons under his command. Like many demons, he is a bringer of pestilence and affliction, and his minions carry it forth unto the mortal realm. However, Lagaaz does not see disease as merely a way to inflict harm on mortals, but also as an incentive to further his own aims. He has the power to heal mortals of disease by taking it on himself, and he delights at inflicting mortals with plagues so that they will sell their souls to him for relief from their misery.

Appearance: In his true form, Lagaaz appears as a horrendously bloated decaying corpse covered in boils and weeping sores. His right leg is the foot of a crow, and his left leg is unnaturally short. He also sometimes appears riding a donkey. If disguised as a mortal, his face is always hideously disfigured with scars and boils.

Personality: Despite his grotesque appearance, Lagaaz does not behave as an afflicted person would - he is, in fact, incredibly spry and full of energy, and his lesions do not seem to bother him. He is a fast talker and a slick con artist, akin to a carnival barker or a used car salesman, attempting to dupe his disciples into selling their souls before they can realize the price of his offer.

Summoning Ritual: To summon Lagaaz, one must exhume four bodies that have died of the same plague after they have been buried in the ground for exactly three days. Their hearts must be cut out with a bronze knife and burned on a pyre with the four bodies arranged around it pointing in the four cardinal directions. As the fire burns, the summoner must walk in a continuous circle around the bodies, sprinkling their feet with water mixed with the dirt from the exhumed graves, until the flames begin to dim, at which point the summoner must stop at the feet of the closest body and hurl it into the fire. As smoke rises from the pyre, Lagaaz will appear inside and offer his disciple to come to him. This ritual takes five hours to prepare, and two hours to perform.

Blessing: When summoned, Lagaaz will invite his disciple to step forward and place their hands upon his corpulent, decaying body. If they do so, they will find themselves gripped by a surge of vigorous energy. They gain Inspiration, and any diseases or other conditions they are subject to are immediately removed as Lagaaz absorbs their affliction into his body. They permanently gain immunity to any diseases and poisons thereafter.

Price: Lagaaz has removed his disciple's afflictions and taken them into himself - however, the ritual must be continued in order to maintain that state. Once a month, Lagaaz's disciple must murder a person who is innocent of any crimes and who does not hold any antipathy toward them and hang their body from a tree as a sacrifice to the demon prince. In addition to compromising the moral fiber of the disciple, this often necessitates they keep moving, as the disappearance of the sacrificial victim will surely be noticed, particularly when their body must be displayed in so conspicuous a fashion. If a month goes by without such an offering, the disciple is stricken by every disease that Lagaaz has absorbed into his body; they have Disadvantage on all attack rolls and ability checks; automatically fail all saves (including death saves); and will die in three days. If they commit a murder within these three days, the effect is immediately revoked.

Monday, October 16, 2023

Lunar Lands Cosmology

In a previous post, I mentioned that in keeping with my reluctance to slavishly abide by "canon" D&D lore, I don't presume that the cosmology of my setting follows the Great Wheel model of Planescape. I don't have a problem with Planescape or the Great Wheel - god only knows it's produced some of the most beloved and evocative settings in the history of the game - but it doesn't really fit with the more folkloric feel my setting has evolved to take on. To that end, I might as well elaborate on the details.

Although the precise shape of the universe - and even if such a thing can even be defined - is a subject that has been of much debate among scholars, philosophers, and theologists, the most popular model envisions the cosmos as an incomprehensibly massive sphere, inside which float four other spheres, each of which is a plane of existence unto itself. A common depiction shows this sphere as being balanced on the head of a vast cosmic goat, which stands upon an infinite pillar of rock. No one can speak of laying eyes upon such a creature except in the wildest of visions, and there have been arguments that it must only be a metaphorical statement, or that this being - if it exists - can scarcely be called a goat at all.

The four inner spheres consist of:

  • The Mortal Realm, where men, beasts, and other such creatures dwell and the laws of reality govern day-to-day life. This is the reality that the common people inhabit and concern themselves with, though they may know the vague outline of other planes from folklore and religion. It contains the planet on which the Lunar Lands sits as well as its three moons, as well as the stars, planets, and all other celestial bodies.
  • The Land of the Dead is the final destination for the vast majority of mortal souls. When a living thing dies, its spirit is guided by Morthanos, the god of death, across the Black Gates, where it joins the rest of those who have died for the rest of eternity. The Land of the Dead resembles an endless expanse, with its own geographic features - it too has forests, hills, mountains, and seas, though the vegetation is grey and withered and all is shrouded in mist. However, the shades of the dead largely live out the same existences they did in life (albeit usually more decayed and without the need for food or water) and form their own communities and cities, recognizing Morthanos as their king.
  • The Heavens are the domains of the gods, from where they rule and cast their designs upon the Mortal Realm, and their celestial servants. If perceived by mortals, the Heavens resemble an impossibly perfect mirror of the Mortal Realm - the sun is always shining, the fields are continually in bloom, and the robust landscape is dotted with the massive golden palaces where the gods make their abodes. However, the gods are not ones to share such pleasures freely, and of the three afterlives, this is the rarest and most difficult for mortals to obtain. Generally, it is only those who become saints who are granted the company of the gods, and they live beside and serve their masters, though not without luxuries that far surpass any conceivable by mortals.
  • Hell is the domain of demons - enemies of the gods in an age-old conflict, attested to stem from when the demons took the secrets of magic the gods held to themselves and shared them with mortals. There is no distinction between demons and devils in the Lunar Lands. One cannot be sent to Hell merely through a sinful life, and the only mortals who find themselves here after dying are those whose souls are the property of demons, usually through deceitful deals. However, the folly of man and the lust for power means that there are more mortals in Hell than in the Heavens, though not as many as in the Land of the Dead. All manner of nightmarish scenes can be found in Hell, as demons have no care for the plight of mortal souls and enjoy tormenting them eternally - one may burn forever in a lake of fire, or be eternally devoured and excreted by a bloated bird-faced creature, or be chased around labyrinthene trap-laden corridors by a headless axe-wielding ogre clad in the still-screaming skins of the damned, only to be resurrected every time they die. Demons, too, are vastly diverse in their shape and demeanor, and they have their own hierarchy - and scheme against each other as much as mortals do, if not more, given their predisposition toward malice.

Bound within the outer sphere, but outside of the inner spheres, are the lands of Faerie, the home of the fey folk. Though without the malice of the demons, the fey are capricious and free-wheeling beings who regard mortals with amusement if not indifference, and many are less willing to honor the service of mortals as the gods are - though they may still be bound by custom and taboo, such as respecting earnestly-given gifts. The lands of Faerie typically appear a vibrant, untamed wilderness, though there are cities and castles of the fey as well. These lands do not, however, have anything resembling a consistent geography, and locations and scenery are known to move around, disappear, and reappear to confound those unlucky enough to find themselves in this domain. Furthermore, time passes very differently than it does in the Mortal Realm, and one may enter the realm of Faerie for what seems like minutes only to find years have passed on the outside.

Because it is the substance in which the four realms sit, it is easiest to travel to Faerie from any other realm than it is to move between one inner sphere and another. However, every realm has points in which the fabric of reality is weaker, and beings can travel more easily from one plane of existence to another - these are your hellmouths, your fairy rings, your holy mountains, and your passages to the underworld. These places may be sought out for ritual purposes, as the proximity to realms beyond lends strength to magic - and brave souls may, for whatever reasons, wish to traverse the cosmos.

In addition to space, the strength of reality waxes and wanes with time. The inner spheres are thought to travel around the outer sphere on their own paths, much like the wandering stars (some attest this to the movement of the celestial goat), and there are certain times of the year where their orbits overlap, allowing for them to be contacted or traveled to more easily. The two points at which the boundaries of reality are at their weakest are Beltane and Samhain - the nights before the fifth and eleventh new moons - but there are other times when some realms can be accessed more easily than others, or when certain points in space are "softer" than others. An aspiring magician would be wise to keep a calendar handy.

As for what's outside the outer sphere? That is anyone's guess...

Friday, October 7, 2022

I'm Not Familiar

It's October, which means that spooky season is here! Alas, Hexennacht is long behind us - but it's still a fine time to talk about all things witchy, including familiars.

If my familiar can't be an elongated
cow-headed dog, why bother?
Much has been said about familiars, and their usefulness (or lack thereof) in games. It's almost a running joke that most players even forget they have familiars. There have been a few great posts out there proposing solutions to make familiars more interesting, such as this one from Goblin Punch. But overall, they're a concept that really doesn't get done justice, by most DMs or by rules as written.

One way to address this is to make familiars distinct NPCs. After all, these aren't just pets for wizards, these are demons (or other spirits) that in many stories are responsible for teaching their master magic in the first place. A good DM can lean into this concept and treat the familiar as a character, interacting with their master and hopefully having some memorable traits that make summoning them enjoyable opportunities for roleplaying and storytelling - it's much easier to get invested in a familiar that has a personality and ties to a PC's backstory than just a random statblock. Treating the familiar as an NPC could even be a way to give out quests for its master - perhaps the familar decides it won't offer any further service until a ritual is completed, for example, and that ritual requires a particular resource or location to be performed.

Also, if you know anything about witch folklore, you'll know that D&D familiars are not nearly as wild as they should be.

In order to help you make interesting familiars, here's a set of tables to generate a magical spirit your table won't soon forget. Use it as a player when generating a character to create their familiar alongside them, or as a DM to create familiars for NPC casters! Though I'm working with 5e in mind, the content here should be system-neutral enough to work for any game.

Step 1. Base Form

Familiars most often take an animal shape, but this isn't the only option possible; after all, demons are creatures of infinite variety and strangeness. Roll 1d20 to determine what form the familiar takes. It uses the statblock of this creature (or the closest equivalent if no official stats exist).

Common Familiars

1. Bat

2. Bird (1d6: 1-2. owl; 3. hawk; 4. raven; 5. chicken; 6. goose) 

3. Cat

4. Dog (1d6: 1. greyhound; 2. spaniel; 3. terrier; 4. poodle; 5. beagle; 6. mongrel) 

5. Fox 

6. Frog

7. Goat

8. Lizard

9. Monkey 

10. Pig 

11. Rabbit 

12. Rat

13. Snail  

14. Snake 

15. Spider

16. Squirrel

17. Weasel

18-20. Roll 1d8 on Exotic Familiars table.

Exotic Familiars

1. Imp

2. Quasit 

3. Pseudodragon

4. Tiny Animate Object (1d6: 1. mannequin; 2. book; 3. skull; 4. helmet; 5. scarecrow; 6. chest)

5. Walking Fish (as Quipper but with a walk speed of 30 feet)

6. Tiny man (or woman) in the garb of a (1d6: 1. noble; 2. wild man; 3. knight; 4. monk/nun; 5. jester; 6. wizard). Use the stats of a Sprite, but without the fly speed and with a walk speed of 20 feet.

7. Ooze (use the stats of a Crab, but with the Amorphous trait from a Gray Ooze.)

8. Crawling Claw 

Regardless of their statblock, all familiars can turn invisible at will until they attack or their concentration ends. They can also shapeshift at will between their true form and the guise of a mundane animal (use the base form without any unusual colors or features, or roll on the Common Familiar table for an Exotic Familiar), and they are capable of speaking and understanding the languages of their master.

Step 2. Color

Roll 1d6 to determine the color of the familiar:

1-3. As the base form's natural colors (roll 1d8 on the Familiar Colors table below if not applicable).

4-5. Roll 1d8 on the Familiar Colors table below.

6. The familiar is marked by patterns (stripes, spots, etc.). Roll 1d8 on the Familiar Colors table below twice.

Familiar Colors 

1. Black

2. White

3. Red

4. Blue

5. Green

6. Yellow

7. Purple

8. Orange

Step 3. Unusual Features

In their true forms, familiars may have unusual, otherworldly features unlike those of a common animal. Roll 1d20 on this table 1d4-1 times.

1. The familiar has the wings of a (1d6: 1. bat; 2. bird; 3. butterfly/moth; 4. housefly; 5. dragonfly; 6. no wings but can levitate). If it already has wings, these may replace those of the base form or be in addition to them. It gains a fly speed of 30 feet if it does not already have one.

2. The familiar has the tail of a (1d8: 1. cat; 2. wolf; 3. fox; 4. lizard; 5. snake, including the head, a la the Chimera; 6. cow; 7. devil (thin with a spade at the end); 8. scorpion). If it already has a tail, this may replace that of the base form or be in addition to it. 

3. 1d4 of the familiar's legs (1d8 if the familiar had a spider as its base form) are replaced by those of a (1d12: 1. dog; 2. goat; 3. horse; 4. lizard; 5. chicken; 6. goose; 7. spider; 8. frog; 9. human leg; 10. human arm; 11. the legs are missing; 12. roll again, but the leg is skeletal). If the result is higher than the number of legs for the familiar's base form, it has that many extra legs.

4. The familiar has 1d4 extra legs. Roll 1d6: on a 1-4, the extra legs are identical to those of the familiar's base form; on a 5-6 roll as for number 3 on this table.

5. The familiar's head is replaced by that of a (1d6: 1-4. roll on the Common Familiars table, rerolling on an 18-20; 5-6. roll 1d12: 1. ox; 2. horse; 3. donkey; 4. human; 5. dragon; 6. lion; 7. goblin; 8. wolf; 9. bear; 10. Man in the Moon; 11. missing; 12. skull, roll again to determine what kind). If you get this result twice, the head resembles a combination of the two creatures; for example, a snake's neck with an ox's head, or a cat's head with a spaniel's ears.

6. The familiar has 1d4-1 (minimum 1) extra heads. Roll 1d6: on a 1-4, the extra heads are identical to the familiar's main head; on a 5-6 roll as for number 5 on this table.

7. The familiar's eyes resemble those of a (1d4: 1. human; 2. goat; 3. cat; 4. pupilless). Roll 1d4: on a 1-3, roll 1d8 on the Familiar Colors table to determine their color. On a 4, the eyes are heterochromic; roll 1d8 twice on the Familiar Colors table.

8. The familiar has 1d4-1 (minimum 1) extra eyes.

9. The familiar is covered in coarse wool, like that of a sheep.

10. The familiar is covered in scales.

11. The familiar is covered in feathers.

12. The familiar is covered in thick slime; grapple checks made against it are made at disadvantage.

13. The familiar resembles an animated skeleton.

14. The familiar is wreathed in (harmless) fire. Roll 1d6: on a 1-4, the flames appear as typical flames; on a 5-6, roll 1d8 on the Familiar Colors table to determine the color of the flames.

15. The familiar appears to be made of stone. 

16. The familiar has the horns of a (1d6: 1. ox; 2. sheep; 3. goat; 4. stag; 5. unicorn; 6. two sets; roll again).

17. The familiar has a mouth in its stomach or chest (or equivalent).

18. The familiar's (1d4: 1. neck; 2. body; 3. tail; 4. legs), if applicable, is unnaturally long.

19. The familiar wears a tiny crown on its head(s).

20. The familiar has a strange marking in the shape of a (1d6: 1. circle; 2. triangle; 3. star; 4. pentacle; 5. spiral; 6. runic inscription) on its (1d4: 1. forehead; 2. flank; 3. belly; 4. back). Roll 1d8 on the Familiar Colors table to determine its color.

Step 4. Personality

Roll 1d8 to determine the personality of the familiar.

1. Sarcastic, snide, likes to talk back. Prone to making passive-aggressive jabs at its master, but ultimately loyal always does as asked - it just won't always (or often) enjoy it.

2. Overly affectionate and enthusiastic, akin to a magical Golden Retriever.

3. Short-tempered, frustrates often, prone to outbursts of violence or profanity.

4. Emotionless and distant, with no sense of empathy for others. Often mistaken for malice, but it's more accurate to say that the familiar regards mortals the same way humans would regard an ant, with no attempt at understanding the thoughts
of something so far beneath it.

Wouldst thou live deliciously?

5. Smug, egotistical, easily taken by flattery. Knows that it's an immortal all-powerful demon and likes to rub this in peoples' faces. Very particular about how it's treated, and demands respect.

6. Trickster, speaks entirely in riddles and never gives a straight answer. May lead its master on odd errands to teach them lessons, the nature of which are never explained until afterward.

7. Bad influence, irresponsible, attempts to tempt its master into sin. It's already got the contract locked down and it might as well make the most of it.

8. Kind, soft-spoken, grandfatherly. Wise and sagacious, imparting its lessons to its master.

Step 5. Name

Choose a name for the familiar, or roll 1d20 each on the Familiar Name Prefixes and Familiar Name Suffixes tables.

Familiar Name Prefixes 

1. [the color of the familiar]

2. Ache

3. Cod

4. Curdle

5. Greedy

6. Grizzle

7. Guzzle

8. Hack

9. Hog

10. Jar

11. Kip

12. Knock

13. Lick

14. Louse

15. Old

16. Peck

17. Pye

18. Sugar

19. Vinegar

20. [none]

Familiar Name Suffixes

1. Bay

2. Belly 

3. Bones

4. Eye

5. Face

6. Gut

7. Head

8. Holt

9. Jenkin

10. Newes

11. Phillip

12. Sack

13. Scratch

14. Snout

15. Spittle

16. Tom

17. Wacket

18. Wallop 

19. Wart

20. [none]

Example Familiars

  • Blackwacket is a familiar who takes the form of an imp. As his name implies, he appears to be carved of pitch black onyx, and often disguises himself as a harmless statue when not needed; other times, he disguises himself as a snake. He shows no emotion, believing the affairs of mortals beneath his concern.
  • Kipbelly is a familiar who looks like a book bound in red leather; the cover and pages appear to ripple with faint tongues of flame, flaring up when she speaks through the mouth in her front cover. She is sarcastic and enjoys making backhanded insults to her master, or anyone else who irritates her thin patience. When not in her guise as a book, she takes the form of a monkey.
  • Curdle-Newes is a familiar resembling a bright red poison dart frog. He has a sharp temper and a sharper tongue, and is quick to anger, with a booming voice that dwarfs his tiny size.
  • Old Eyes is a familar who takes the shape of a fox, only distinguishable from the common animal by her seven legs. She is a manipulator, attempting to lead her foolish master into damning their soul through seducing them with sinful desires.
These tables might give you some strange results - but then, that's part of the fun! Feel free to let your imagination run wild in determining how the pieces fit together. Either way, you should hopefully come up with familiars that stand out, rather than fading into the background.