Vile Familiar
Small Outsider (Chaotic, Demon, Extraplanar,
Evil)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +1 Agy, +1 natural), touch
12, flat-footed 12
Base Attack/Grapple: +1/–4
Attack: Claw +1 melee (1d3-1) or by weapon
Full Attack: 2 claws +1 melee (1d3-1) or by weapon
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision
60 ft., light sensitivity, resistance to fire 5, demon traits
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 9, Agy 13, Sta
10, Int 10, Spt 9, Cha 8
Skills: Climb +5, Craft (trapmaking)
+6, Listen +5, Jump +3, Profession (miner) +6, Search +6, Spot +5, Stealth +5
(+9 hiding)
Feats: Alertness
Environment: Any underground
Area: Durotar, Twisting Nether
Organization: Gang (4–9), pack (10-20), or swarm (20-200 plus 1-4 felhounds)
Challenge Rating: 1/4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 2-3 (Small); or by character class
Level Adjustment: —
The creature resembles a
demonic greenish purple goblin gone wrong. Two beady eyes stare maliciously
behind a long, pointed nose and between equally long, floppy ears. Its
disproportionately long arms flop about as the demon skips, one oversized,
clawed hand gripping a rotting club.
The least of demons, vile familiars are small, cowardly creatures
that infest the caverns of the Twisting Nether. Resembling corrupted sprites
and grell, vile familiars cannot abide bright light,
and mostly remain in their tunnels, hiding from greater demons who would regard
them as pets or, worse, tasty snacks. Despite their weak bodies and willpower, vile
familiars are deceptively cunning, and are fond of cruel and horrible traps.
Small pockets released unto Azeroth often come into
conflict with kobolds and troggs, vying for control
over their subterranean homes. The largest swarms of vile familiars often have
a pet felhound or two as well, stolen from a pit
lord’s breeding lairs.
Occasionally a weak warlock will summon a vile familiar or two into
the world, and rarer, take one as a companion; the creatures are easier to
subvert than other demons, and require only the most rudimentary mana
expenditure to bind. Warlocks often discard these pitiful companions when demons
that are more powerful become available. The creatures are incredibly dangerous
underground and in swarms, however; in fact, Durotar’s
Burning Blade cultists are notorious for summoning entire infestations of vile
familiars to harass the Horde.
Vile familiars speak Eredar. Very few also
speak Common or Orcish, depending on where and how
long they have been on Azeroth.
Combat
Alone, a vile familiar is a weak and pitiful creature, prone to
begging for its life or simply fleeing. In numbers, vile familiars are deadly
and fearless, especially when the odds are overwhelming. While most familiars
fight with their claws, the creatures are not above using weapons if given
chance and supply. The creatures are also cunning masters of ambushes, traps,
and other forms of chicanery. If either trickery or numbers fail, vile familiars
never hesitate to flee or make deals to save their own hides, even offering up
their allies as fodder to get away.
Occasionally, a vile familiar will take up a class, usually as a
soldier or rogue. Even less often, a vile familiar will learn to control its
demonic energies and take up an arcanist class. These vile familiars often take
roles as leaders or advisers, and their peers hold them in high esteem.
Light Sensitivity (Ex): Vile familiars are dazzled in bright sunlight or within the
radius of a daylight spell.
Skills: Vile familiars have a +2 racial bonus on Climb, Craft (trapmaking), Profession (miner), and Search checks.
Summoning and Binding a Vile
Familiar
A warlock may summon a vile familiar with the spell summon monster I as a chaotic evil
spell. A warlock may summon an elite vile familiar (a familiar with the elite
template) with the spell summon monster
II.
A 1st-level
warlock may take a vile familiar as a fel companion;
this requires sacrificing only a 0-level cantrip slot. The ritual to binding a vile familiar costs 100 gold pieces, and most vile
familiars are subservient enough that only a little force is required to master
the demon. The vile familiar still counts towards the maximum number of
companions a warlock may have at any time, however.
Errata
Remove Imp from the 3rd level summon monster spell. Imps may be
summoned with summon monster II.