Crab
Tiny Beast
Skill: Stealth +2
Senses: Blindsight in Water 30 ft., Passive Perception 9
Language: –
Traits
Amphibious
This creature can breathe air and water.
Telepathic Link:
When your familiar is within 100 feet of you, you can communicate with it telepathically.
Familiar Revival:
When you finish a short or long rest, your familiar is revived, teleported to you, and regains all hit points.
Magic Resistance:
Your familiar has advantage on saving throws against spells and magical effects.
Sensory Link:
As an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. During this time, you are blind and deaf with regard to your own senses.
Temporary Dismissal:
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. You can then use an action at any time to cause it to reappear in any unoccupied space within 30 feet of you.
Spell Delivery:
When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it.
Bonded Senses:
Your companion understands all languages you do. You can see through each other’s eyes and communicate with each other telepathically when you are within 1,000 feet of each other.
Shared Recovery:
When you and your companion take a short rest together and you expend Hit Dice to regain hit points, your companion regains the same number of hit points.
Raise Companion:
You know this spell innately and can cast it without expending a spell slot at the end of a short rest. If your companion is dead, it revives, regains all hit points, and teleports to you.
Magic Fang:
All attacks your companion makes count as magical weapons for the purpose of overcoming resistance and immunity to nonmagical attacks.
Predator’s Instinct:
While your Mark for Death is active, your companion deals extra damage on all its attacks equal to your Mark for Death damage die.
Companion Ability Score Improvement:
You can increase one of your companion’s ability scores by 2, or two of its ability scores by 1 each (max 20) – this repeats again at 11th and 14th level.
Companion Extra Attack:
Your companion can attack twice, instead of once, whenever it takes the Attack action.
Bonded Life Force:
Reaction (1,000 ft., Magical). Trigger: you or your companion take damage while within 1,000 feet of each other. You or your companion can use their reaction to take that damage instead – this damage can’t be reduced in any way.
Actions
Pincer:
Melee Attack – 1 Creature (5 ft.)
- Attack: +2
Hit: 1 bludgeoning damage. If the target is tiny, the target is grappled.
Familiar Attack:
Melee or Ranged Attack – 1 Creature (5 ft. or 20 ft.)
- Attack: +0
- Hit: 1