Rastus_Burne wrote:
Actually more monsters will be great too! I would love to see Brown Jenkin in there somewhere 
I created this for the Black Fief campaign. Maybe it will be of some use. 
Daemonic Familiar (Undead Type 13)
No. Encountered: 1
Alignment: Chaotic Evil
Size: S
Movement: 60 (leap 60)
Dexterity: 18
Armour Class: 0
Hit Dice: 2+2
No. of Attacks: 1 (bite)
Damage: 1d4
Saving Throw: 16
Morale: 7
Experience Points: 53
Treasure Class: -
A daemonic familiar is sent by Thaumagorga to serve only the wickedest of sorcerers. Its mandate is to encourage its master to greater deeds of evil and depravity. A daemonic familiar appears as a small animal, such as a cat, dog, pig, or gigantic rat. But it will have disturbingly human characteristics as well: an upright posture, hands instead of paws, and a subtly human cast to its face. In fact, it is widely believed that a daemonic familiar is in some revolting way the child of the sorcerer it serves. As long as the daemonic familiar is within one mile, its master gains the following infernal powers: 1 additional level, infrared vision, and the same spell resistance as the familiar itself. These powers are lost if the familiar and master are separated by more than one mile, and if the daemonic familiar ever dies the master immediately loses 4 levels. The daemonic familiar must be fed the blood of its master in the same manner that an infant suckles; should this need be neglected, the familiar will go at large in search of blood.
A daemonic familiar feels no true loyalty to its master, and will readily betray such in order to serve a more powerful or wicked sorcerer instead.
Special:
• 5-in-20 spell resistance versus CA 12 casters. For every CA level less than 12, the chance-in-twenty increases by one (+1) (see VOL. III, SAVING THROW, spell resistance).
• +1 or better weapon to hit.
• Cold, electricity, fire, and gas attacks inflict ½ damage, or no damage if save is made. Due to its partly-mundane nature, holy water inflicts ½ damage on a daemonic familiar.
• Drains victim of blood for 1d4 hp damage per round following a successful hit; after 12 hp are drained, the sated familiar slinks away.
• Can cast the following spells at will (though only one at a time): detect good, detect magic, detect invisibility. Once per day the daemonic familiar may cast suggestion.
• Once per month, the daemonic familiar may contact otherworldly being (as the spell) and ask up to three questions. The answers may or may not be true, but will always be calculated to inspire some evil course of action by the familiar’s master. There is no risk of insanity from this procedure.
• Can make preternatural leaps of up to 60 feet and climb any surface with no chance of falling. Can move silently and hide in shadows as a level 12 thief.