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Homunculus; Aryth

by Jamie Baty

Aryth (Thought/Good)
MMC 41
Tiny Humanoid (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6 (+6 Dex)
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armour Class: 20 (+2 size, +6 Dex, +2 natural), touch 18, flat-footed 14
Base Attack/Grapple: +2/-8
Attack: Tail +10 melee (1d4 -2 plus poison)
Full Attack: Tail +10 melee (1d4 -2 plus poison)
Space/Reach: 2-1/2 ft. /0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60', Damage reduction 10/magic, polymorph, fast healing 1, cold resistance 15, fire resistance 15, spell-like abilities
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 7, Dex 23, Con 12, Int 13, Wis 10, Cha 16
Skills: Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +5, Search +4, Sense Motive +4, Spot +5
Feats: Alertness, Weapon Finesse
Environment: Any land
Organisation: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always good
Advancement: 4-6 HD (Tiny)
Level Adjustment: -

Although the unique familiars of Mystara, including the aryth, look like tiny humanoid creatures, these are actually the normal forms Immortals create when they need an agent to visit the Prime Material Plane on special missions. Scholars have incorrectly assumed the aryth and its cousins "are" immortals, rather than an immortal creation. In most cases, their special missions involve them becoming a familiar to a wizard.
While on the Prime Material Plane, aryths need rest, food, and drink to survive, just like non-magical creatures. Aryths can speak, but rarely choose to communicate with anyone except their masters, if they have one.
Aryths have the most unassuming appearance of any familiar. These tiny humanoids (1 foot tall) have bright green eyes and translucent skin the colour of black pearl. The aryth's long tail and delicate wings seem thin almost to the point of invisibility.

An aryth fights using its barbed tail. They tend to avoid combat and will flee at the first opportunity when in danger. If they have a master, they will not abandon the master, but will try to stay out of harm's way.

Poison (Ex): An opponent hit by the aryth's tail attack must make a fortitude save vs DC 12 (Con based) or fall asleep for 2d4 rounds.

Damage Reduction (Su): An aryth has damage reduction of 10/magic.

Polymorph (Sp): At will, an aryth can polymorph into a sparrow or spider monkey. Treat as a polymorph spell cast by a 20th level sorceror.

Resistance to Energy (Ex): An aryth has resistance of 15 to fire and cold.

Spell-like Abilities (Sp): At will: invisibility, detect evil, detect magic, detect thoughts; 3/day: magic circle against evil; 1/week: Commune. Caster level is 20th.

Skills: An aryth has a +2 racial bonus to all Sense Motive skill checks.

Aryths as Familiars
An aryth may be summoned as a familiar by any good wizard or sorcerer of 7th level with the Improved Familiar feat. As a familiar, it grants its master a +3 bonus to all Sense Motive checks and fast healing 1, and it may telepathically communicate with its master. Unlike other familiars, an aryth may end its service if its master acts in a manner inconsistent with its alignment or the goals of its immortal creator.