TEXT: All Too FAmiliAr
  By Colin Chapman
  Animal Familiars for AS&SH™
  PEGOMASTAX*
  “Astonishing Swordsmen & Sorcerers of Hyperborea”, “AS&SH”, and all other North Wind Adventures 
  product names and their respective logos are trademarks of North Wind Adventures, LLC in the USA and 
  other countries. ©2013 North Wind Adventures, LLC
  * Pegomastax illustration courtesy of Todd Marshall. Used under Creative Commons (CC-BY 3.0)
  
  2.
  ALL TOO FAMILAR
  by Colin Chapman
  Presented here are a variety of small animals most suitable for use as familiars by the magicians and witches of 
  Astonishing Swordsmen & Sorcerers of Hyperborea™, though these creatures are also useful for normal encounters. Due 
  to their commonality, descriptions are not provided – save for the pegomastax.
  The Referee’s Manual already provides statistics for a handful of familiar-worthy creatures:
   
  F
  Archaeopteryx – at 7th level or greater, Vol IV: Bestiary, p. 9
   
  F
  Bat, Normal – Vol IV: Bestiary, p. 12
   
  F
  Falcon (Hawk) – Vol IV: Bestiary, p. 39
   
  F
  Rat, Normal – Vol IV: Bestiary, p. 80
   
  F
  Snake, Viper – Vol IV: Bestiary, p. 90
  What follows is a selection of ten more creatures in the same vein:
  No. Encountered: 
  1 (2d6)
  Alignment:
  Neutral
  (or Lawful Evil)
  Size:
  S
  Movement:
  50
  Dexterity:
  15
  Armour Class:
  7
  Hit Dice:
  ½ 
  No. of Attacks: 
  2 (claw/claw)
  Damage: 
  1/1
  Saving Throw:
  17
  Morale:
  5
  Experience Points: 7
  Treasure Class:
  –
  CAT, DOMESTIC
  FOX
  No. Encountered: 
  1d2 (1d4+1)
  Alignment:
  Neutral
  Size:
  S
  Movement:
  50
  Dexterity:
  15
  Armour Class:
  7
  Hit Dice:
  ½ 
  No. of Attacks: 
  1 (bite)
  Damage: 
  1d3
  Saving Throw:
  17
  Morale:
  5
  Experience Points: 5
  Treasure Class:
  –
  No. Encountered: 
  4d8 (2d20×100)
  Alignment:
  Neutral
  Size:
  S
  Movement:
  0 (fly 80, swim 5)
  Dexterity:
  12
  Armour Class:
  9
  Hit Dice:
  ¼  
  No. of Attacks: 
  1 (bite)
  Damage: 
  1
  Saving Throw:
  17
  Morale:
  5
  Experience Points: 7
  Treasure Class:
  –
  GULL
  HARE
  No. Encountered: 
  1d12
  Alignment:
  Neutral
  Size:
  S
  Movement:
  60
  Dexterity:
  17
  Armour Class:
  7
  Hit Dice:
  ½ 
  No. of Attacks: 
  1 (bite)
  Damage: 
  1
  Saving Throw:
  17
  Morale:
  4
  Experience Points: 7
  Treasure Class:
  –
  Special:
   
  H
  Only surprized on 1-in-6 chance due to keen 
  senses and natural wariness.
  Special:
   
  H
  Cats are superior stalkers, able to surprize 
  on a 4-in-6 chance.
   
  H
  Certain black cats are known to possess 
  evil; sages posit that these felines are pos-
  sessed by demons or ghosts.
  
  3.
  OWL
  No. Encountered: 
  1 (1d2)
  Alignment:
  Neutral
  Size:
  S
  Movement:
  0 (fly 80)
  Dexterity:
  15
  Armour Class:
  7
  Hit Dice:
  ½ 
  No. of Attacks: 
  3 (claw/claw/bite)
  Damage: 
  1/1/1
  Saving Throw:
  17
  Morale:
  4
  Experience Points: 11
  Treasure Class:
  –
  Special:
   
  H
  Dive bomb attack (claws only) from 50+ feet 
  at +2 damage, −1 AC.
   
  H
  Owls are silent fliers, able to surprize on a 
  5-in-6 chance at night.
  PEGOMASTAX
  No. Encountered: 
  1 (1d6)
  Alignment:
  Neutral
  Size:
  S
  Movement:
  50
  Dexterity:
  12
  Armour Class:
  6
  Hit Dice:
  ½ 
  No. of Attacks: 
  3 (claw/claw/bite)
  Damage: 
  1/1/1d3
  Saving Throw:
  17
  Morale:
  5
  Experience Points: 7
  Treasure Class:
  –
  Special:
   
  H
  If both claw attacks hit one opponent, it 
  uses its rear claws to rend, each causing an 
  additional 1d2 hp damage.
  A bipedal reptilian of ancient origins, the cat-
  sized pegomastax has a long neck and tail, hooked 
  beak beweaponed with large upper and lower 
  tusks, a pair of grasping forelimbs, and a pair of 
  strong claw-tipped legs. Long, soft bristles cover 
  the rear of its mottled brown head and back.
  The pegomastax inhabits arid regions such as the 
  Diamond Desert, where it feeds on tough leaves 
  and other vegetation. Like archaeopteryges, a 
  few have been trained as familiars by magicians, 
  witches, and (rarely) necromancers of 7th level 
  or higher, and these also evidence a degree of 
  empathy with their masters.
  RAVEN
  No. Encountered: 
  4d8
  Alignment:
  Neutral
  Size:
  S
  Movement:
  0 (fly 80)
  Dexterity:
  12
  Armour Class:
  9
  Hit Dice:
  ¼ 
  No. of Attacks: 
  1 (bite)
  Damage: 
  1
  Saving Throw:
  17
  Morale:
  4
  Experience Points: 9
  Treasure Class:
  –
  Special:
   
  H
  A successful natural 20 attack indicates 
  that the raven has struck an eye and may have 
  plucked plucked it out: 2-in-6 chance if wearing 
  no helm, 1-in-6 chance if wearing a helm, no 
  chance if wearing a great helm.
  SQUIRREL
  No. Encountered: 
  1d6
  Alignment:
  Neutral
  Size:
  S
  Movement:
  40
  Dexterity:
  16
  Armour Class:
  6
  Hit Dice:
  ¼
  No. of Attacks: 
  1 (bite)
  Damage: 
  1
  Saving Throw:
  17
  Morale:
  4
  Experience Points: 7
  Treasure Class:
  –
  Special:
   
  H
  Able to climb and move in trees and on 
  other rough climbing surfaces at normal MV.
  
  4.
  TOAD
  No. Encountered: 
  1d2
  Alignment:
  Neutral
  Size:
  S
  Movement:
  0 (hop 10)
  Dexterity:
  10
  Armour Class:
  9
  Hit Dice:
  ¼
  No. of Attacks: 
  –
  Damage: 
  –
  Saving Throw:
  17
  Morale:
  4
  Experience Points: 9
  Treasure Class:
  –
  Special:
   
  H
  Camouflage provides 3-in-6 chance to hide.
   
  H
  If the toad is bitten or licked, a death 
  (poison) save must be made or the victim 
  suffers 1d4 hp damage. Normal toad toxin does 
  not cause continuing damage. A toad produces 
  enough toxin to coat a dagger when provoked, 
  and enterprising magicians are known to use 
  their toad familiars to envenom their blades or fill 
  a vial with a single dose once per day. The toxin 
  wears off the blade after a single successful 
  strike or after 6 turns; if bottled, it remains 
  efficacious for 24 hours.
  WEASEL
  No. Encountered: 
  1d2
  Alignment:
  Neutral
  Size:
  S
  Movement:
  40
  Dexterity:
  16
  Armour Class:
  6
  Hit Dice:
  ¼
  No. of Attacks: 
  1 (bite)
  Damage: 
  1
  Saving Throw:
  17
  Morale:
  5
  Experience Points: 7
  Treasure Class:
  –
  Special:
   
  H
  Moults to wholly white coat in winter. 
   
  H
  Can mesmerize small prey such as mice 
  and rabbits on a 4-in-6 chance by performing a 
  continuous weaving dance.
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     This printing of Astonishing Swordsmen & Sorcerers of Hyperborea: All Too Familiar is done under 
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