Creature Cohorts:
The Displacer Beast
Displacer Beast Cohorts What is a Cohort?
Aman wizened by many years sat alone at the In short, a creature cohort is a monster, perhaps from the
Old Oak Inn. He bored a hole into an empty Monster Manual that has been converted into its own race
cup with his eyes; his grimace kept all other and associated class (which are designed to be taken
guests at bay. When a young servant together). You create a cohort much like making a
approached, he did not so much as character, following the same rules in the Player's
acknowledge her. Then the woman sat Handbook. One difference, though, is that cohorts typically
across from him. don't pick a character background unless the monster in
The old man looked up, his irritation spurring him to question had a prior profession.
finally speak. "I'm not lonely, nor interested." His eyes
lowered again. Cohorts are designed to be flexible, so that DMs can do
some of the following:
The woman smiled faintly. "I hear you gave a swift kick
to my friend here, all for the high crime of breathing air." DMs can use a cohort in place of the normal "Sidekick"
The woman put a large sack upon the table, and out of it rules from Tasha's Cauldron of Everything, allowing an
hobbled a small black cat. iconic monster to act as a friendly NPC or even as a
party member
"Not true," said the man. "It's crime was knocking over A cohort can be used as a monster that levels with the
my cups. A silver's worth of mead decorated my lap, so I party (as a recurring enemy or rival, for instance)
shooed it." Cohorts can act as more powerful familiars, or as
substitutes for animal companions (or similar class
"I can see that. I have to ask-- have you ever heard that a abilities)
black cat crossing your path is bad luck?"
Note: despite being mentioned above, you do not need
The man shrugged. "Of course. Nonsense." to own Tasha's Cauldron of Everything to use cohorts.
The servant continued. "Ever ask yourself where that
phrase comes from? Or why it exists?" Before the man Keep in mind that as of the time of this writing, creature
could speak, the woman reached down and stroked the cohorts are not designed for multiclassing nor balanced
cat's sleek backside. She did not stop at the cat's tail. for such.
Instead, her hand continued to glide along into the air, as
though holding onto something still. Whatever it was, the Displacer Beast Racial
man could not see it. Then the woman withdrew her hand, Features
and the man's cup was swatted out of his grip and onto
the floor. There was a long, spined tentacle just inches Your kind are born of the magical realm known as the
from his face. Feywild, a place both fantastical and bizarre. As such, you
"Rumor has it, the black cat in that old adage... was not are no ordinary animal, though you do somewhat
the kind one keeps as a house pet." Before she finished resemble a cat with tentacles. Displacer beasts have the
speaking, the man had well vacated his seat. ability to alter the flow of light, protecting themselves by
concealing their true position from their foes.
art by Cayladoodles Ability Score Increase. Your Strength score increases by
cover art by Rudy Siswanto 2, and one other ability score of your choice increases by
1.
Age. A displacer beast matures relatively quickly, being old
enough to hunt at four to six months old, and considered
an adult at two years of age. These creatures can live for
decades, and it is rumored that some are almost a century
old.
Alignment. Displacer beasts were, in the not so distant
past, selectively bred and trained by a group of evil fey
known as the Unseelie Court. Though displacer beasts are
no longer under the court's sway, they do retain the
predatory instincts that they were born to possess. Going
further, many of these beasts actively enjoy inflicting pain
on others, toying with lesser creatures simply to entertain
themselves.
2
Displacer beasts that cause harm for its own sake are New Class: The Displacer
almost always evil. Those that hunt strictly for food Beast
(ignoring, or even fighting against their base instincts) may
be neutral or some variation of lawful. Some displacer Class Features
beasts use pain as a deterrent, however, harming others
only in self-defense or when necessary. This is rare for a As a displacer beast, you gain the following class features.
displacer beast--as such, good-aligned members of the
species do exist, but are not believed to be common. Hit Points
Size. A displacer beast cub is approximately the size of a
common cat, though its tentacles do somewhat Hit Dice: 1d8 per displacer beast level
exaggerate its profile. A young displacer beast is therefore Hit Points at 1st Level: 8 + your Constitution modifier
a Small-sized creature, though it will grow in time. Hit Points at Higher Levels: 1d8 (or 5) plus your
Speed. Your base movement speed is 30 feet. As you
grow, your speed will also increase. Constitution modifier per displacer beast level after 1st.
Darkvision. A displacer beast's eyes are well adapted to
seeing in dim and dark conditions. You can see in dim light Proficiencies
within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can't discern color in Armor: none
darkness, only shades of gray. Weapons: none
Monstrous Nature. You count as a monstrosity for the Tools: none
purposes of spells and effects.
Hunter's Arsenal. Your tentacles are readily used as Saving Throws: Strength, Constitution
weapons-- and, when trying to pass as a regular cat, you Skills: choose two from Acrobatics, Athletics, Deception,
also have the option to bite your enemies (though this is
rarely as effective as your tentacles). You have a bite attack Intimidation, Perception, Stealth, and Survival
that deals piercing damage equal to 1d8 plus your
Strength modifier on a hit. You also have two tentacles Equipment
that deal slashing damage equal to 1d6 plus your Strength
modifier on a hit. Once on each of your turns when you You start with the following equipment, in addition to any
attack with a tentacle using the Attack action, you can equipment granted by your background:
make one additional tentacle attack as part of the same
action. Your bite and tentacles count as natural weapons. (a) a burglar's pack or (b) an explorer's pack
a ball of twine and 50 gold
You are unable to use other weapons, or any armor
(including shields) unless they are specifically crafted for Atypical Feline
members of your species.
Feywild Magic. Your kind have an innate ability to A displacer beast is known for its slick black hide and its
magically warp the light around you. You know the many limbs, including the tentacles it uses to protect itself.
dancing lights cantrip. When you reach 3rd level, you can However, these creatures also have another strength:
cast the blur spell once per day. When you reach 5th level, magically bending light to conceal their presence. At 1st
you can also cast the invisibility spell once per day. You do level, as an action, you are able to bend light around you
not require any components when casting these spells in to hide your extra limbs and tentacles, making you
this way. Constitution is your spellcasting ability for these resemble a fairly ordinary member of your kind (or, if you
spells. are a member of the displacer beast race, you would
Naturally Evasive. If you are subjected to an effect that appear to be a regular black cat). This ability remains
allows you to make a saving throw to take only half active until you use a bonus action to suppress it.
damage, if you succeed on the save you may use your
reaction to take no damage instead of the decreased If you use your tentacles to attack, or receive damage
amount. from an attack, this ability becomes disrupted until the
end of your next turn.
Once you use this ability, you can't use it again until you
complete a long rest. If you are a member of the displacer beast race, then
Languages. As an unusually intelligent creature known once you become a medium-sized creature at 7th level, so
for their innate magic, you can understand Common, but long as this ability is active, you start to resemble a larger
cannot speak, read or write by default. (The "Displacer cat such as a bobcat or lynx (with unusually dark fur).
Beasts as PCs" section at the end of this document makes When you become a large-sized creature at 13th level, you
some suggestions to work around this) instead appear to be a large, black panther.
Natural Armor
Your hide is naturally thick and difficult to pierce. Starting
at 1st level, while you are not wearing any armor, your
Armor Class equals 10 + your Dexterity modifier + your
Constitution modifier.
3
The Displacer Beast Weapons of Maiming
Proficiency Flanking At 1st level, you gain the natural weapons of a displacer
Level Bonus Features Attack beast (unless you are already a member of the displacer
beast race).
1st +2 Atypical Feline, Natural —
Armor, Weapons of Maiming You have two tentacles that deal slashing damage equal
to 1d6 plus your Strength modifier on a hit. Once on each
2nd +2 Love of the Kill, Shifty — of your turns when you attack with a tentacle using the
Attack action, you can make one additional tentacle attack
3rd +2 Displacement, Flanking 1d6 as part of the same action. Your tentacles count as natural
Attack weapons.
4th +2 Ability Score Improvement 1d6 In addition, your natural weapons become stronger as
you gain displacer beast levels. Your tentacles have their
5th +3 Fell the Weak 1d6 damage die size increase at the indicated levels:
6th +3 Child of Pain 2d6 At 6th level, your tentacle damage die becomes 1d8.
At 11th level, your tentacle damage increases further
7th +3 Size Increase (Medium) 2d6 through the Weapons of Mauling ability (below).
8th +3 Ability Score Improvement 2d6 Love of the Kill
9th +4 Evasion 3d6 Displacer Beasts are infamous for the thrill they get by
slaying their foes. Regardless of whether or not you
10th +4 Malevolent Magic 3d6 actively enjoy killing, your kind gets a surge of energy from
a successful hunt. Starting at 2nd level, when you reduce a
11th +4 Weapons of Mauling 3d6 hostile creature to 0 hit points, you may choose to gain hit
points equal to your Constitution modifier + your Displacer
12th +4 Ability Score Improvement 4d6 Beast level (minimum of 1).
13th +5 Size Increase (Large) 4d6 Once you use this feature, you can't use it again until
you finish a short or long rest.
14th +5 Greater Displacement 4d6
Shifty
15th +5 Master of Anguish 5d6
At 2nd level, you can take a bonus action on each of your
16th +5 Ability Score Improvement 5d6 turns in combat. This action can be used only to take the
Dash or Disengage option.
17th +6 Fear Through Laceration 5d6
Displacement
18th +6 Illusory Pride 6d6
The displacer beast gets its name from a unique ability:
19th +6 Ability Score Improvement 6d6 these creatures magically bend light around themselves,
such that they can appear a few inches or feet away from
20th +6 Hunter of the Feywild 6d6 their actual position. This makes displacer beasts
notoriously difficult to hit. That said, your ability is still
. underdeveloped and will take time and practice to master.
Starting at 3rd level, you have a number of cunning
points equal to your proficiency bonus. You may use one
of these points as an action during your turn to project a
magical illusion around you. This illusion makes you
appear to be standing near your actual location, causing
attack rolls against you to have disadvantage. If you are hit
by an attack, this trait is disrupted until the end of your
next turn. This trait is also disrupted while you are
incapacitated or have a speed of 0.
This ability has a duration of 1 minute. You recover any
expended cunning points upon completion of a long rest.
art by Ralph Horsley
copyright Wizards of the Coast
4
Flanking Attack Maneuvers. You learn three maneuvers of your choice,
which are detailed under "Child of Pain Maneuvers" below.
Between your honed instincts and the whiplike Many maneuvers enhance an attack in some way. You can
movements of your tentacles, you are able to take use only one maneuver per attack.
advantage of a flanking position to gouge your enemy's
defenses. At 3rd level, once per turn, you can deal an extra You learn one additional maneuver of your choice at
1d6 damage to one creature you hit with an attack if you 10th, 13th, and 18th level. Each time you learn a new
have advantage on the attack roll. The attack must be with maneuver, you can also replace one maneuver you know
your natural weapons. You don't need advantage on the with a different one.
attack if another enemy of the target is within 5 feet of it,
that enemy isn't incapacitated, and you don't have Superiority Dice. You have four superiority dice, which
disadvantage on the attack roll. are d6s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you
The amount of the extra damage increases as you gain finish a short or long rest.
levels in this class, as shown in the Flanking Attack column
of the Displacer Beast table. You gain another superiority dice at 10th level and one
more at 18th level.
Ability Score Improvement
Saving Throws. Some of your maneuvers require your
When you reach 4th level, and again at 8th, 12th, 16th, and target to make a saving throw to resist the maneuver's
19th level, you can increase one ability score of your effects. The saving throw DC is calculated as follows:
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score Maneuver Save DC = 8 + your proficiency bonus +
above 20 using this feature. your Strength or Dexterity modifier (your choice)
Fell the Weak In addition, your natural weapon attacks now count as
magical for the purpose of overcoming resistance and
Starting at 5th level, whenever a hostile creature within 30 immunity to nonmagical attacks and damage.
feet of you is reduced to 0 hit points, you may use your
reaction to gain a bonus attack with one of your natural Size Increase (Medium)
weapons. You always add your flanking attack bonus
damage to this attack (even if the ability would normally At this point in your development, the muscle and sinew
not apply). that power your attacks are becoming more evident. Of
course, most of your enemies will only come to know your
Child of Pain strength when it is far too late. At 7th level, you become a
Medium-sized creature. Your base movement speed is
To some, battle is an art form. To a displacer beast, now 40 feet, and your tentacles are now considered reach
inflicting pain can be a brutally efficient way to wear down weapons.
your opponent's will as well as their body. Whether out of
spite or mercy, you acquire varied techniques to disarm, Evasion
maim and befuddle your opponents. Starting at 6th level,
you learn combat maneuvers much like the Fighter Beginning at 9th level, if you are subjected to an effect that
subclass, the Battle Master. allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
art by Conceptopolis
copyright Wizards of the Coast
.
5
Malevolent Magic .
Through much practice, you learn to more effectively alter art by William O'Connor
the light around you to shield your true position. At 10th Copyright Wizards of the Coast
level, you may use two cunning points as an action during
your turn to cast greater invisibility, targeting yourself. You Illusory Pride
do not require any components when casting the spell in
this way, nor do you expend a spell slot. Starting at 18th level, you can use a bonus action during
your turn to create an illusory duplicate of yourself. The
In addition, your displacement ability now lasts 1 hour. illusion appears in an unoccupied 10-foot by 10-foot space
that you can see within 120 feet. The illusion is
Weapons of Mauling indistinguishable from yourself. It has an armor class
equal to your own, and it has a number of hit points equal
At 11th level, your limbs become more massive. Your to one half of your maximum hit points. Attacks against
tentacles are now capable of denting armor or breaking the illusion are made with disadvantage.
bones due to the sheer force of an attack. Your tentacles
now deal an extra 1d8 bludgeoning damage on a hit. The illusion cannot act independently, and takes no
action unless you direct it to. You can move the illusion up
Size Increase (Large) to 50 feet during your turn without an action, but only
once per turn. As a bonus action, you can make a single
At 13th level, your body has grown enough that you count tentacle attack through the illusion, using your tentacle
as a Large-sized creature. You now take up a 10-by-10 foot attack modifier and dealing 2d8 psychic damage on a hit.
space. However, due to your sleek form, you can fit You can also swap positions with the illusion as a bonus
through spaces as though you were a Medium-sized action, each teleporting to the other's position, so long as
creature without squeezing. the illusion is within 120 feet of you.
Your superiority dice are now d8s. The illusion counts as an enemy to any creatures hostile
to you. This ability lasts 10 minutes.
Greater Displacement
You may use this ability once, and recover any expended
The light-bending ability of your kind is becoming second use upon completion of a long rest.
nature to you. Beginning at 14th level, your displacement
ability is always active so long as you have more than half Hunter of the Feywild
of your maximum hit points. When you are hit by an
attack, the ability still gets disrupted until the end of your At 20th level, your ability to avoid disaster is all but
next turn. legendary. If you are subjected to an effect that allows you
to make a saving throw to take only half damage, you
You can choose to end or resume this passive instead take no damage if you succeed on the saving
displacement as an action. throw, and only half damage if you fail.
Master of Anguish
By delivering pain onto your enemies, you become
intimiately aware of their weaknesses and of the
opportunities needed to exploit them. At 15th level,
whenever you spend at least one point of cunning as an
action, you recover one expended superiority die.
Fear Through Laceration
Starting at 17th level, whenever you hit the same enemy
twice in the same round with your tentacles, that enemy
must make a Wisdom saving throw against your maneuver
save DC. If the enemy fails the save, they become
frightened until the end of your next turn. If a creature's
saving throw is successful, they become immune to this
ability for 24 hours.
In addition, you have advantage on Intimidation ability
checks against creatures within reach of your tentacles.
Your superiority dice are now d10s.
6
Child of Pain Maneuvers Sweeping Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
Below is a list of the maneuvers available through the attempt to damage another creature with the same attack.
Child of Pain ability. The maneuvers are listed in Choose another creature within 5 feet of the original
alphabetical order. target and within your reach. If the original attack roll
would hit the second creature, it takes damage equal to
Disarming Attack. When you hit a creature with a the number you roll on your superiority die. The damage is
weapon attack, you can expend one superiority die to of the same type dealt by the original attack.
attempt to disarm the target, forcing it to drop one item of
your choice that it’s holding. You add the superiority die to Trip Attack. When you hit a creature with a weapon
the attack’s damage roll, and the target must make a attack, you can expend one superiority die to attempt to
Strength saving throw. On a failed save, it drops the object knock the target down. You add the superiority die to the
you choose. The object lands at its feet. attack’s damage roll, and if the target is Large or smaller, it
must make a Strength saving throw. On a failed save, you
Distracting Strike. When you hit a creature with a knock the target prone.
weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You background image by Justin Peters
add the superiority die to the attack’s damage roll. The foreground art by Javier Charro
next attack roll against the target by an attacker other than
you has advantage if the attack is made before the start of
your next turn.
Evasive Footwork. When you move, you can expend
one superiority die, rolling the die and adding the number
rolled to your AC until you stop moving.
Feinting Attack. You can expend one superiority die
and use a bonus action on your turn to feint, choosing one
creature within 5 feet of you as your target. You have
advantage on your next attack roll against that creature. If
that attack hits, add the superiority die to the attack’s
damage roll.
Goading Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to goad the target into attacking you. You add the
superiority die to the attack’s damage roll, and the target
must make a Wisdom saving throw. On a failed save, the
target has disadvantage on all attack rolls against targets
other than you until the end of your next turn.
Maneuvering Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
maneuver one of your comrades into a more
advantageous position. You add the superiority die to the
attack’s damage roll, and you choose a friendly creature
who can see or hear you. That creature can use its
reaction to move up to half its speed without provoking
opportunity attacks from the target of your attack.
Menacing Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to frighten the target. You add the superiority die
to the attack’s damage roll, and the target must make a
Wisdom saving throw. On a failed save, it is frightened of
you until the end of your next turn.
Precision Attack. When you make a weapon attack roll
against a creature, you can expend one superiority die to
add it to the roll. You can use this maneuver before or
after making the attack roll, but before any effects of the
attack are applied.
Pushing Attack. When you hit a creature with a
weapon attack, you can expend one superiority die to
attempt to drive the target back. You add the superiority
die to the attack's damage roll, and if the target is Large or
smaller, it must make a Strength saving throw. On a failed
save, you push the target up to 15 feet away from you.
7
Displacer Beast Cohorts- Miscellany
Challenge Rating for Many displacer beasts have little shame, flaunting their
Displacer Beasts love of lacerating foes and relishing any opportunity for
worthwhile combat. These insidious beings often work
The following challenge ratings are based on the Monster with other evil creatures less so for wealth or glory, and
Statistics by Challenge Rating table on page 274 of the more so for a chance to test themselves against enemies
Dungeon Master's Guide. Note that the below numbers that may or may not be on equal footing with them.
were calculated without accounting for equipped magic
items. Other displacer beasts feel the battle-lust of their
kindred... but are conflicted, or even ashamed by their
As a point of reference: The average level 20 player nature. Instead of embracing pain and unnecessary
character may have a CR around 12-14 depending on the bloodshed, these beasts aim to suppress--or at least
character's build and magic items, and can become higher control--their innermost urges for a nobler goal. This
still when using an optimized build and powerful items. unique behavior is found in relatively few displacer beasts,
and can lead to a surprising amount of self-sacrifice in a
Cohort Level Recommended CR species known for anything but. In some extreme cases,
1 1/4 these creatures may even take out their shame on
2 1/2 themselves, adopting a more fatalistic world view.
3 1
4 2 It should be noted, though, that the creature that
5 2 understands pain implicitly can make for an especially
6 3 empathetic... or, quite the opposite... a completely
7 3 dispassionate ally. Even amongst displacer beasts, there
8 3 may exist a spectrum of personalities.
9 4
10 4 Displacer Beasts as PCs
11 5
12 6 Displacer beast cohorts were designed to be fairly
13 6 seamless between their sidekick and player character
14 7 versions. That said, some adjustments are still
15 7 recommended when playing a displacer beast character:
16 8
17 8 Allow the displacer beast character to choose a
18 9 background normally.
19 10
20 11 Consider that, by default, the displacer beast can
understand others' speech but may not be able to
Roleplaying as a Displacer speak themselves. This is due to the Fifth Edition
Beast interpretation of displacer beasts. Note that there is a
precedent for talking displacer beasts, however. In
When roleplaying a displacer beast, a point worth Fourth Edition, for example, displacer beasts could
considering is the reputation of your species. Displacer naturally speak Common.
beasts are infamous for their love of battle, and also of
inflicting considerable pain on their prey. They are, quite If a displacer beast that can speak naturally is
simply, known to kill for the fun of it. The truth, however, is deemed inappropriate, then in addition to emoting
that these creatures had such traits bred into them over one's responses to a situation (which can be
many generations under the thumb of evil fey, and entertaining on its own), a magical item like the below
whether or not your displacer beast embraces this is a gem of primal insight can bridge the language gap
worthwhile question. between a displacer beast and its companions...
Gem of Primal Insight
Wondrous item, uncommon (requires attunement by a
creature that cannot speak naturally, such as most animals
and monstrosities)
Attuning to this oval, lavender-colored gem allows you to
place it on your brow, where it remains until you lose your
attunement to it or remove it as an action. You can make
the gem meld with you as a bonus action, rendering it
invisible. Its other magical abilities cannot be used while
melded, however, requiring another bonus action to make
the gem visible again.
8
While the gem remains visible and active, you gain the .
ability to magically speak by translating your thoughts into
words, which can be heard easily by any creatures within art by Ferdinand Ladera
60 feet. You can speak and understand Common, plus you
gain the ability to speak any other languages that you can Credits
understand. You can adopt the voice of any creature that
you have heard speak for at least a full minute. However, Cover Art by Rudy Siswanto
your voice has a slightly odd ebb and flow to it such that (https://www.artstation.com/crutz)
you have disadvantage when trying to mimic the person Page 2 Art by Cayladoodles
that you "borrowed" your voice from. Upon completion of (https://www.instagram.com/cayladoodles/)
a long rest, you can choose to borrow another creature's Page 4 Art by Ralph Horsley
voice in place of the one you are currently using. (http://ralphhorsley.blogspot.com/)
Page 5 Art by Conceptopolis
Note that being able to speak does not mean that you (https://www.deviantart.com/conceptopolis)
have an extensive vocabulary, and depending on your Page 6 Art by William O'Connor
Intelligence score you may not be all that precise with your (http://williamoconnorstudios.blogspot.com/)
words, with examples given below: Page 7 Background Art by Justin Peters
(https://www.behance.net/jstnptrs)
Intelligence Speaking Ability Page 7 Foreground Art by Javier Charro
Score (https://www.artstation.com/charro)
Page 9 Art by Ferdinand Ladera
Incapable of true logic, able to speak one's (https://www.deviantart.com/ferdinandladera)
1 own name and a very limited number of Back Cover Art by Raymond Swanland
(https://raymondswanland.com/dark-fantasy-
other words, such as "food" or "hurt" gallery)
Watercolor stains by Jared Ondricek
Capable of basic tactical thought. Can speak (https://watercolors.giantsoup.com/xgte/xgte
2-3 in short sentences, like "Food, we eat?" and bottom-left/index.html)
Note: speaking ability based on Intelligence
"Don't go! Trapped!" score was largely informed by this post by
u/TheRapkin:
Can engage in limited speech, though often https://www.reddit.com/r/dndnext/comments/
81cras/dd_ability_score_ranges_described
4-5 still emotes to cover for gaps in vocabulary.
"Jakob, you're my friend. I'll get food. Food
for us."
Can speak reasonably well, though tends to
only focus on what's in front of them.
6-7 Limited imagination. "I like you all, we fight
better together." "I hear footsteps behind
trees-- an ambush!"
Converses about as well as a native speaker,
but sometimes stumbles over a word/phrase
8-9 or uses it incorrectly. "I don't like this... let's
nip it in the buttocks." "If it looks like a duck,
quacks like a duck, then... well, it'd make for
a pretty nice dinner."
Vocabulary as nuanced as a native speaker,
10 or more can hold conversation without difficulty (and
with sufficiently high Intelligence, maybe
even hold their own better than some)
9
May Your
Sidekick
Thrive in Battle
Creature Cohorts were created by me,
Mister_Thr33, and were inspired by Tasha's
Cauldron of Everything as well as the 3rd
Edition supplement Savage Species
'Creature Cohorts' is unofficial Fan Content
permitted under the Fan Content Policy. Not
approved/endorsed by Wizards. Portions of the
materials used are property of Wizards of the
Coast. ©Wizards of the Coast LLC.
Search GMBinder.com for more Cohorts (under
username MisterThr33):
Creature Cohorts: The Mind Flayer
Creature Cohorts: Metallic Dragons
Creature Cohorts: The Ooze
Creature Cohorts: The Beholder
No monstrosities were mistaken for cats during
the creation of this document
Thank you all for your support!
A supplement for Dungeons and Dragons Fifth
Edition
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