![]() Combined with their Invisibility, Imps make for lethal allies on the battlefield in ways that the other Pact of the Chain Warlock familiar options simply cannot match.I may summon and feed them, but they are still nasty little buggers. Though the poison damage does require a Constitution saving throw that isn't too hard for an enemy to make, even a failed save results in half damage. To put this into perspective, a greatsword deals 2d6 slashing damage. When they land a hit, it does base damage of 1d4+3 piercing damage, plus up to 3d6 in additional poison damage. Where Imps truly shine, however, is in their attack. While they do sacrifice the Quasit's swim speed through shapeshifting, they still are able to gain a high fly speed and a climb speed in their animal forms. With 120 feet of Darkvision and the Devil's Sight ability, they are able to see through darkness both mundane and magical, something even few players can boast. It has most of the same resistances (including Magic Resistance), adding immunity to both Fire and Poison damage types, as well as the poisoned condition. While it matches the Quasit and Psuedodragon's AC 13, it surpasses their HP with 10. Pretty much everything the Quasit does well is surpassed by the Imp. Combined with a laughably low DC, this ability is unlikely to make much of a difference. The biggest downside to the Quasit is that, while their Fright power can be useful, it can only be cast once a day. Their save DC is still low, so it won't hit consistently, but adding an extra 2d4 poison damage and inflicting the poisoned condition can really help the party. The Quasit's attacks are slightly better in that their poison does additional damage to an enemy even on a failed save. Plus, its Shapeshifting ability can give it a flying, climbing, or swimming speed to fit almost any situation, and Magic Resistance gives it an extra edge against spellcasters. ![]() What's more, the Quasit possesses a slew of resistances to common damage types, including non-magical weapon attacks. These match Pseudodragons in AC and HP, and while its passive perception is lower, it more than makes up for it with 120 feet of darkvision and the ability to turn invisible. Quasits are small fiends that resemble a gremlin mixed with a cockroach, and they take a massive step in the right direction as familiars. This means the creature is easier to target and not as skilled at sneaking in and out of places. Beyond that, the Pseudodragon's biggest drawback is that it cannot turn invisible like other familiars. They can only do 1d4+2 damage, and just like the Sprite, their DC is too low for their poison to consistently take effect. Unfortunately, the Pseudodragon's attacks don't do enough damage to be worth an action. While they are unable to speak normally, they do possess telepathy, allowing them to serve as something of a limited translator for the party with anything that has a language. Pseudodragons also possess Magic Resistance, giving them advantage on any saving throws against spells or magical effects. Keen Senses further enhance the Pseudodragon's abilities when making perception checks. They also are able to see in mundane darkness up to 60 feet. In addition to a passive perception of 13, they possess 10 feet of blindsight, meaning that even in magical darkness, they can see a limited distance. They have more HP, faster movement speed, and better senses. The Pseudodragon boasts many attributes that easily top the Sprite. Finally, though the Sprite Heart Sight ability may seem useful, its low DC doesn't make it worth taking this overall weak familiar. As for their attacks, they only deal one point of damage with their Shortsword or Shortbow, and the DC of their Shortbow's poison is so low that it's unlikely to come into play. Plus, with only 2 HP to their name, scouting is incredibly dangerous for Sprites. While Sprites have a higher passive perception than most of the other Pact of the Chain expanded options, they lack any special senses, including darkvision. While many DMs don't pay too much attention to this, those who do will be quick to point out that the Sprite won't be much help with basic tasks like building a campfire. Being a tiny creature with a Strength of 3, its carry limit is a measly 24 pounds. However, the Sprite's low strength score limits what it can do in regards to mundane tasks. ![]() Compared to the other familiars, it has a higher armor class and proficiency with both the longsword and shortbow. At first, the Sprite may seem like a good choice. ![]()
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