Friday, December 26, 2025
Friday Encounter: Burn the Goat!
Friday, October 3, 2025
Friday Encounter: Interrupted Summoning
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| One square equals five feet. |
Friday, May 30, 2025
Friday Encounter: The Sacrifice
Friday, February 28, 2025
Friday Encounter: Deals at the Crossroads
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
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| Art by getsugadante |
Friday, June 21, 2024
Friday Encounter: The Devil's Bridge
The Devil's Bridge
Background
The village of Issental sits high in the mountains, and in such rugged and difficult terrain, travel is difficult. The people have been facing a famine as of late, but to descend the mountain to travel to the nearest marketplace is a long, circuitous, and dangerous journey. It would be far easier if one could cross a massive canyon that separates Issental from the road leading to a larger town - but to do that, one would have to build a bridge. And a bridge of that magnitude could never be completed in a timely fashion.
That is, without help. While leading his goats through a mountain pass, a herdsman from Issental, Anselm Rademacher, came upon Dalmamoth, a demon. Dalmamoth heard of the village's plight, and offered to construct the bridge in just one night - a promise Anselm, starving and desperate, agreed to. Sure enough, Dalmamoth delivered on his promise. But, as happens all too often when dealing with demons, Anselm didn't read the fine print. When Dalmamoth appeared in the village to announce his work was complete, he declared further that the soul of the first being to cross the bridge would belong to him. Now, the villagers are at an impasse. What can be done about that?
The Encounter
The PCs might pass through Issental while traveling, but given that the backstory hinges on the fact the village is difficult to access, it may make more sense to plant the encounter as a rumor from NPCs they encounter at another location - certainly, a bridge that just appeared suddenly overnight would garner plenty of talk. Alternatively, they may discover the bridge themselves when traveling.
If arriving in Issental, the PCs will find the villagers harried by desperation - their crops are failing, they need food fast, and now they owe a debt to a demon. The villagers will explain the situation; they will note that no one has crossed the bridge yet, as they are gods-fearing people who want no further business with demonic powers. Some people are conspiring to trick the demon, while others have resigned to their fate and suppose it inevitable that someone will have to forfeit their soul - but no one is ready to draw straws for that yet. Perhaps the PCs may have the answer they seek, though.
If the PCs arrive at the bridge first, Dalmamoth will be present. He takes the form of a burly man with a thick beard and a mason's apron - characters with 15 passive perception or higher will also notice a thin, pointed tail protruding from beneath his apron. Dalmamoth will warn them that the bridge is cursed and the first person to cross will damn their soul to Hell, but denies any involvement in it himself - he finds it far more entertaining to starve out the people of Issental and see how long they will go before they succumb to their urges, so he doesn't want his fun ruined just yet. If questioned on his tail, he will insist that he is merely a tiefling and that his proximity to a demonic bridge is strictly coincidental. He will try to talk circuitously to avoid giving away his true identity, but if it seems inevitable that the PCs will make him come clean, he will admit to being a demon, and the cause of the bridge's curse.
There are a number of ways that this encounter might be resolved. Traditionally in these sorts of stories, the townspeople would send an animal (usually a dog) across the bridge first, but I've ran enough games to know that most parties will balk at the idea of putting animals at risk. Still, it's a valid option. Alternatively, a PC might themselves offer to cross the bridge, or perhaps they may even force an enemy to cross the bridge. Finally, there is always the possibility that one will try to break the demon's control over the bridge by force by besting him in combat. That's probably the least interesting solution, but it does show up in a fair amount of legends. I leave the solution to this encounter vague on purpose. Your players will probably come up with their own solution, and that sort of creative thinking should be encouraged. Use your judgment as to how the demon would react.
If attacked, Dalmamoth will reveal his true form. He has the stats of a barbed devil, but can cast darkness or hold person as an action, using Charisma as his spellcasting ability. He will attempt to use these spells to disengage from the party and flee, knowing that his ruse has been discovered - but if challenged to a duel over the souls of the villagers, he will oblige to stay and fight.
Further Developments
If Dalmamoth is defeated or somehow tricked, anyone may cross the bridge from then on safely. The people of Issental will be thankful - they don't have much to give the party in return, but will gladly allow them to stay in town whenever they are in the area.
If Dalmamoth is tricked, however, he will be enraged that he was denied a mortal soul, and will seek vengeance. He will go up into the mountains to find a boulder, attempting to use it to smash the bridge. This could create further trouble for Issental, and might make for a climactic encounter - can the party stop him in time?
If a PC agrees to forfeit their soul to Dalmamoth, this could lead to some very interesting developments. The demon will realize that the soul of a powerful and renowned hero could be quite valuable indeed - and it would bring even more chaos if such a person could be corrupted into doing evil. He'll try to bring that about. If a PC sells their soul, Dalmamoth will become something of a patron to them. He may appear to give them advice or aid, and may even teach them spells. However, his ultimate goal is to convince his quarry into spreading evil through the land, and whatever guidance he provides should ultimately lead to that purpose, even if it doesn't seem like it at first. Freeing the PC from Dalmamoth's control may be a quest in its own right.
Friday, December 15, 2023
Friday Encounter: The Cursed Monastery
Background
Those traveling long distances will of course need places to stay, restock, and rest their heads. Of course, there are roadside inns and villages that will house travelers, but these aren't the only option. Knights and nobles might make pleas to their peers to allow them shelter in their castles for a night, and if all else fails, there are many monasteries and convents whose doors are open to the needy free of charge, though the visitors may be expected to assist with chores or partake in the communal meals of the faithful in lieu of payment.
Mengrenath, a demon, knows that. Like many demons, he delights in leading the servants of the gods astray and creating discord, and just recently he hatched a scheme to do just that. Posing as a hermit in the woods, he encountered a foolish young initiate from a nearby monastery who was out foraging for food and offered him a bushel of mushrooms, instructing him to place them in the stewpot but cautioning him not to tell anyone what he'd done or where the ingredients came from.
The mushrooms were, of course, cursed - and when the monks consumed their dinner that night, they were all stricken with a poison that wasn't just deadly, but afflicted them all with unlife. Mengrenath was tickled to know that his plan was such a success...but, emboldened by it, he wanted to go further. Now, he schemes to claim more lives by taking advantage of the monks' vows of hospitality, directing weary travelers into the jaws of the dead!
The Encounter
The PCs should first encounter Mengrenath, still in the guise of a hermit - he appears as a tall, thin man in a long and weather-beaten cloak with the hood pulled over his brow. As he comes upon the party, he notes they look weary, and offers to lead them toward a nearby monastery where they will surely find a place to rest. He will not under any circumstances reveal his name or his true nature, simply calling himself "a stranger" and that the PCs "don't need to know," and using circuitous answers that don't lead anywhere if the PCs insist. He will lie to the party to assert that the monastery is safe, and if they seem hesitant he will state that the monastery has a hermitage he stays at occasionally before deciding, apparently on the spot, that he might as well stay there tonight, as "it feels like rain."
If the PCs agree to let the hermit lead them to the monastery, he will take them down a route that will get them there in about half an hour. He stops at the gates before telling the PCs he had something to attend to, and that he'll find his way back to the hermitage to meet them there. The next time the entire party takes their eyes off the hermit, they will find he has vanished without a trace.
Entering the monastery, the PCs will find no sign of any monks, not even if they ring the bell by the door. It is only if they push deeper into the monastery that its true nature will be revealed.
There are a total of 36 undead monks (stats as zombies) in the monastery. Use the map below as the party explores the area. Five monks are wandering monsters - every 10 minutes the party spends in the monastery, or any time they make noise, roll 1d6; on a 6, 1d4-1 of the monks, assuming they are still intact and undead, appear.
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| Click to enlarge |
- Stable: There is a live horse in one of the stalls. It is noticeably thin, like it hasn't eaten for a few days. This horse belonged to Fernando Moran, a merchant who was staying at the monastery when the zombie plague struck (see cloister below). His wares, totaling 500 GP in textiles, grains, and other trade goods plus 300 GP in coinage, are kept behind a locked door that leads into a warehouse; the key is carried by one of the monks in the chapter house (see below).
- Chapel: There are eight zombified monks standing amongst the pews (for extra fun, make sure they have their backs turned to the PCs when they enter to make their true nature less apparent). One of the elder brothers is carrying a silver censer that in his mindless undead state he has taken to using as a flail, and deals 1d8+1 bludgeoning damage on a successful hit. The censer is worth 30 GP if sold. Also here is a golden candelabra on the altar worth 25 GP. Behind the altar is a large scroll case inlaid with silver; it is worth 200 GP, but will be difficult to transport (it weighs 100 pounds and is 6 feet tall).
- Cloister: There are four zombified monks lurching around the cloister and into and out of the cells. Each cell is shut by a door with a narrow window to the inside and contains a bed, desk, and chamber pot, but no valuables. One cell is barricaded from the inside, but the light of a flickering candle can be seen from the window, and the sound of knocking can be heard from within; if the PCs approach, they will hear a man calling to them from the inside. This is Fernando Moran, a merchant who was staying at the monastery when the zombie plague struck. If the PCs seem friendly, he will introduce himself and explain the situation as best as he knows - he notes that the monks began acting strange and attempted to grab him about three days ago, and he has barricaded himself in the cell ever since. He notes that he didn't feel well the day before then and stayed in the cell during the communal meal - unbeknownst to him, this saved his life. He will pay the PCs 100 GP each if they escort him to safety, and he has contacts in the nearest town that he will pass their names onto, allowing them to get more favorable prices at the shops there.
- Dining Hall: There are ten zombified monks gathered around the table, currently devouring an entire pig.
- Scriptorium: There are two zombified monks here. On one of the tables is an illuminated manuscript worth 30 GP. On another is a half-finished scroll of bless. Because of its half-finished state, attempting to cast it requires a DC 10 Intelligence save, with a failed save triggering a scroll mishap.
- Library: The door to this room is locked, and the key is carried by one of the monks in the chapter house (see below). The shelves contain eight rare books, each worth 1d6x10 GP, as well as two spellbooks, three scrolls of bless, two scrolls of healing word, and a scroll of branding smite.
- Infirmary: There are enough herbs, bandages, and other supplies here to comprise a healer's kit. In addition, there is a locked box that contains four potions of healing. The key is carried by one of the monks in the chapter house (see below).
- Storage: There is nothing of value in this room, but there is a zombified monk in the corner of the room furthest from the door, hiding in the shadows and behind a stack of boxes. Any creatures that rummage through the supplies will alert the monk to their presence.
- Chapter House: This building is home to the three eldermost brothers of the monastery, who meet in the common room downstairs to discuss the administration of the facility. The upper floor contains the living quarters for these monks, one of whom has a silver holy symbol containing the finger bone of a saint underneath his bed. When the PCs arrive at the monastery, there are two zombified monks downstairs. One monk carries a key ring on his belt with keys to all the locked doors in the monastery.
- Almonry: The door to this room is locked, and the key is carried by one of the monks in the chapter house (see above). This is where the monks keep wealth to be donated as alms to the poor. The room currently contains 500 GP in coins, as well as clothes, shoes, blankets, and the like. Removing any treasure from this room, however, will cause the PCs to attract the wrath of Marseah, goddess of mercy and hospitality, who will punish them with rainstorms and cause their rations to spoil until appeased by an act of penance.
- Kitchen: This is a separate building to reduce the risk of fire. There are four zombified monks here, one of whom was once the initiate who brought the curse on the monastery. He carries a bag around his shoulder that contains a thick, heavy ledger. Inside, he has made records of his conversations with "the kind hermit in the woods" and has jotted down a map leading to where he found him harvesting mushrooms. He states that he should return there if the mushrooms prove tasty enough.
- Hermitage: This is a small cabin set aside for any visiting hermits to take up residence in. There are currently no hermits present, and no valuables.
In addition, the monastery is surrounded by a stone wall that also encloses some farmland, beehives, and animal pens, not included on the map. Nothing of value is found there.
Further Developments
If the PCs return to where they met Mengrenath, they will find no sign of him. However, a DC 15 Investigation check will reveal a trail of footprints in the shape of hooves in the earth. If the PCs follow the trail, they will come upon the mushroom patch the demon harvested his cursed mushrooms from. Alternatively, if the PCs found the initiate's map, they can follow it to the mushroom patch.
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| Art by Critical Meltdown |
A DC 12 Arcana check, or a DC 20 Nature check, will reveal that these mushrooms are the Fungus of Lamentation. Said to sprout from the grave of a murderer, these mushrooms carry a poison so strong, it is capable of killing those who eat it and animating their bodies as undead.
If a creature eats one of the mushrooms, it must make a DC 17 Constitution save or immediately drop to 0 HP. Any death saves made afterward are made with disadvantage, and any creatures that die as a result rise as zombies three hours past midnight 1d4-1 days later.
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.
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| If my familiar can't be an elongated cow-headed dog, why bother? |
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
Exotic Familiars18-20. Roll 1d8 on Exotic Familiars table.
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.




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