HeroQuest Player's Handbook

Druid Familiars

The Druid starts out with a Lesser Familiar. In order to upgrade to an Intermediate or Greater Familiar, the Druid must sacrifice one level point per level of the Familiar — an Intermediate costs 2 level points total, and Greater Familiars cost 3. Familiars are also worth their full value if you want to set one free and upgrade. Thus, a level 2 Druid can release their Lesser Familiar and acquire an Intermediate. At level 3 they could release the Intermediate and upgrade to a Greater. Lesser Familiars are worth 1 level point on their own, meaning a level 2 Druid can pick up a second Lesser, and a level 3 Druid could run three.
Lesser Familiar
Lesser Familiars
Do not set off traps • Do not activate rooms
ATK2
DEF2
BP3
MP2
STR5
DEX10
Cat
Cat
Movement: 2D6
InfravisionThe Cat can see heat and sense motion in darkness. Any character within 5 open spaces can be seen. If the Druid travels with the Cat, they also gain this ability.
Sneak AttackThe Cat may sneak past monsters by rolling anything but a skull. If it is the first character to enter a room (moving independently), its attack is raised by one Combat Die.
Giant Rat
Giant Rat
Movement: 2D6
PlagueThe Rat's attack carries disease. If it attacks alone and takes at least one Body Point, the target loses 1 BP per turn until death unless cured by a pure potion. This disease is magical and affects all creature types.
Rat PackEach time the Druid and Rat enter a room with another Rat, roll 1D6. On a 4 or higher, the new Rat joins — one roll per Rat.
If the Druid ever loses the familiar, they may pick up a Rat by entering a room with one on the furniture and rolling 1D8. On a 7 or 8, the Rat becomes the new familiar for the duration of that game.
Giant Frog
Giant Frog
Movement: 2D6
PoisonThe Frog's attack is venomous. If it attacks alone and takes at least one Body Point, the target loses 1 BP per turn until death unless a Venom Antidote is used.
Fire ResistanceThe Frog's moist skin resists fire. It gains 2D6 extra defense against all fire attacks. If the Druid is moving with the Frog, they also gain this resistance.
Essence of the FrogOnce per game, the Druid may ignore any furniture in their path (except Bookshelves and Cupboards).
Great Horned Owl
Great Horned Owl
Movement: 2D10 — Flight
InfravisionThe Owl can see heat and sense motion in darkness within 5 open spaces. If the Druid travels with the Owl, they also gain this ability.
ShriekThe Owl's shriek instills fear in any monster in earshot, causing them to lose 2 combat dice in both attack and defense (never below 1). Monsters defend by rolling 1D6 per Mind Point; on a 6 they regain confidence.
Dragonet
Dragonet
Movement: 2D10 — Flight
FlameLickOnce per game: inflict 2 BP damage to one adjacent character. Victim rolls 2D6; each 5 or 6 reduces damage by 1.
FrostLickOnce per game: inflict 2 BP damage to one adjacent character. Victim rolls 2D6; each 5 or 6 reduces damage by 1.
Bane ResistanceAs Dragon-kin, the Dragonet is immune to DragonBane. If the Druid travels with the Dragonet, they also gain this immunity.
Vampire Bat
Vampire Bat
Movement: 2D10 — Flight
EcholocationThe Bat senses anything with mass within a five-space radius. If the Druid travels with the Bat, they also gain this ability.
LeechFor every 3 BP the Bat takes via attack, it absorbs 1. If at full health, these points transfer to the Druid. Neither may exceed their starting number.
Ferret
Ferret
Movement: 2D6
SneakyThe Ferret may sneak past monsters by rolling anything but a black shield.
Trip AttackAny creature attacking the Ferret must roll 1D6. On anything but a 5 or 6, the Ferret trips them and they forfeit both their attack and the rest of their turn.
Increased DefenseThe Ferret is extremely quick and hard to hit. By taking this familiar, the Druid may also raise their own defense by one.
Hawk
Hawk
Movement: 2D12 — Flight
Flying AttackIf independently attacking a flying creature, the Hawk may attack twice in one turn.
Quick ResponseIf attacked by any projectile or spell, the Hawk gains one extra combat die or 1D6 in defense.
Eagle EyesWhen moving with the Druid, the Druid may look through the Hawk's eyes. Any monster attacked by the Druid using this ability loses one combat die in defense.
Intermediate Familiar
Intermediate Familiars
Cost: 2 level points • Do not set off traps • Do not activate rooms
ATK3
DEF3
BP4
MP3
STR5
DEX10
Lynx
Lynx
Movement: 2D6
InfravisionThe Lynx can see heat and sense motion in darkness within 5 open spaces. If the Druid travels with the Lynx, they also gain this ability.
Sneak AttackThe Lynx may sneak past monsters by rolling anything but a skull. If it is the first character to enter a room (moving independently), its attack is raised by two Combat Die.
Faerie Dragon
Faerie Dragon
Movement: 2D10 — Flight
RegenerationCast on any one hero (including itself): the recipient regenerates 2 lost BP per turn for 1D6 rounds. Will not exceed starting Body Points.
RuseOnce per game: multiple images of the Faerie Dragon and the Druid appear, granting both 3 extra defend dice for 2 turns.
Bane ResistanceImmune to DragonBane. If the Druid travels with the Faerie Dragon, they also gain this immunity.
Badger
Badger
Movement: 2D6
Aggressive NatureIf ever singled out and attacked apart from the Druid, the Badger goes berserk — its attack increases by two dice, and it gets two attacks until it can no longer see a monster.
Tenacious *(1)Once per game, if damage would reduce the Badger's Body Points to zero, reset them to one instead.
Diamond Back Rattlesnake
Diamond Back Rattlesnake
Movement: 2D10 • Defend: 4
SneakyThe Rattler may sneak past monsters by rolling anything but a black shield.
PoisonIf the snake attacks alone and takes at least one BP, the target loses 2 BP per turn until death unless a Venom Antidote is used.
Quick ResponseThe Rattler's lightning reflexes grant it a higher defend (4). If the Druid travels with the snake, they gain an additional 4 attack dice (without subtracting one), instead of the usual 2.
Raccoon
Raccoon
Movement: 2D6 • Mind Points: 4 • Feat of Dex: 12
InfravisionThe Raccoon can see heat and sense motion in darkness within 5 open spaces. If the Druid travels with it, they also gain this ability.
CunningThe Raccoon can disarm traps and pick locks without a toolkit on a D20 roll of 12 or lower.
Wolf
Wolf
Movement: 2D8
ScentThe Wolf automatically detects secret doors from a two-space radius by sensing air currents.
Pack HunterWhenever the Wolf moves with the Druid, they gain the ability to attack twice per turn.
Fox
Fox
Movement: 2D8 • Attack: 4 • Mind Points: 4
ScentThe Fox automatically detects secret doors from a two-space radius by sensing air currents.
Tactical AdvantageThe Fox's higher attack (4) keeps opponents off balance. It may also perform a Coup De Grace: if it lowers a character to 1 BP, both the Fox and the victim roll 1D6 per Mind Point. If the Fox's total is higher, the Coup De Grace succeeds.
Greater Familiar
Greater Familiars
Cost: 3 level points • DO set off traps • DO activate rooms
ATK4
DEF4
BP6
MP3
STR7
DEX5
Puma
Puma
Movement: 2D10
InfravisionThe Puma can see heat and sense motion in darkness within 5 open spaces. If the Druid travels with the Puma, they also gain this ability.
Sneak AttackThe Puma may sneak past monsters by rolling anything but a skull. If it is the first character to enter a room (moving independently), its attack is raised by three Combat Die.
Hyena
Hyena
Movement: 2D10
BerserkTwice per game the Hyena may go berserk, gaining one extra attack and one extra attack die until it can no longer see a monster.
Carrion CravingWhenever the Hyena skips a turn after a big battle to finish off a bodily Undead (not Phantoms, Bean Sidhes, Undines, or Spectres), it gains one extra combat die in both attack and defense for 3 turns.
Razorback
Razorback
Movement: 2D8 • Feat of Str: 12
Aggressive NatureIf singled out and attacked apart from the Druid, the Razorback goes into a berserk frenzy, gaining one extra attack die until it can no longer see a monster.
Tenacious *(1)Once per game, if damage would reduce the Razorback's Body Points to zero, reset them to one instead.
Double AttackThe Razorback excels in close combat and may attack two adjacent characters in one turn.
Grizzly Bear
Grizzly Bear
Movement: 2D6 • Feat of Str: 17 • Attack: 6
ClawsThe Grizzly may attack any two adjacent characters each turn.
RoarFive times per game: every monster in earshot loses 4 dice in both attack and defend (never below 1) and cannot attack for 1D8 turns. Monsters defend by rolling 1D8 per Mind Point; on an 8 they regain confidence.
White-tailed Stag
White-tailed Stag
Movement: 2D8 • Attack: 5
AntlersFor every adjacent character attacking the Stag, its defend goes up by one. (Not applicable against ranged or spell attacks.) If the Druid travels with the Stag, they also gain this ability.
Danger SenseWhenever the Druid pulls a "Wandering Monster," the Stag may attack first — even if it has already performed an action that turn.
Magical Familiar
Magical Familiars
Cost: 4 level points • Hover/fly over traps but do NOT detect them • DO activate rooms
ATK5
DEF5
BP5
MP6
STR5
DEX10
Magical Familiars cost 4 level points and are only available to the most powerful Druids — those whose souls have truly bonded with the land. Once a Druid reaches level 4, they choose a Path, which determines their Magical Familiar type. A Druid may change paths, but may only ever walk one path at a time, and may never have more than one Magical Familiar. (The only exception is the Mycanoid — see Path of Decay below.)
✦ Elemental Path

Chosen by Druids who harmonize themselves with the land itself.

Lesser Elemental
Lesser Elemental
Movement: 2D8 — Hover
Elemental ReflectionWhen summoned, the Druid must declare which Element is being called. Having an Elemental Familiar turns the Druid into a Mage for purposes of Magical Resistance and Vulnerability. See Resistance Rules.
Elemental FuryWhen the Druid attacks and deals at least 1 point of damage, they automatically add 1 additional Body Point of Undefendable Elemental Damage. Works in ranged or melee.
Elemental Magic The familiar may cast each of these spells once:
Fire: Ball of Flame, Fire of Wrath, Courage
Water: Sleep, Water of Healing, Veil of Mist
Wind: Swift Wind, Genie, Tempest
Earth: Heal Body, Pass Through Rock, Rock Skin
✦ Path of the Storm

Chosen by Druids who harmonize themselves with the raw power of the world.

Flying Snake
Flying Snake
Movement: 2D10 — Flight
Breath Weapon The Flying Snake is dragon-kin and may use each breath weapon once:
Flamelick: 2 BP damage; victim rolls 2D6, each 5–6 reduces by 1.
Frostlick: 2 BP damage; victim rolls 2D6, each 5–6 reduces by 1.
Spark: 2 BP electrical damage; victim rolls 2D6, each 5–6 reduces by 1.
VenomousThe Flying Snake has strong venom. See Venom Rules.
Bane ResistanceImmune to Dragon Bane. If traveling with the Druid, they also gain this immunity.
✦ Path of Decay

Chosen by Druids who harmonize with the cycles of nature — in nature, death leads to decay which feeds the next generation of living things, which die and continue the cycle.

Mycanoid
Mycanoid
Movement: 2D4
LightfootThe Mycanoid does not immediately set off traps. If it steps on one, roll a combat die — only a black shield sets it off.
Spore CloudThree times per game: blasts spores in a one-space radius, dealing 2 BP to all non-allied characters. Targets may defend at the start of their turn by rolling 1D6 per BP over two — a 6 ends the effect. Otherwise lasts 1D4+1 rounds. Undead affected immediately sprout mushrooms; Undead that die under the cloud have a 25% chance of spawning a new Mycanoid that follows its parent as an additional familiar until game end.
✦ Path of Growth

Chosen by Druids who harmonize with the nurturing force of nature.

Lesser Plant Spirit
Lesser Plant Spirit
Movement: 2D4
LightfootThe Plant Spirit does not immediately set off traps. If it steps on one, roll a combat die — only a black shield sets it off.
ThornskinOnce per game: cast on themselves or the Druid. The target sprouts thorns — if attacked in melee, up to three Skulls worth of damage are reflected back at the attacker as if the attacker had attacked itself. After three Skulls are reflected, the thorns fall off. Unaffected by spells and ranged attacks.
Vine WhipTwice per game: a vine lashes forward dealing 2 BP damage to any visible target. The target defends by rolling 2D6; each 5 or 6 reduces damage by 1.
EntangleOnce per game: roots spring up under one target's feet, immobilizing them. The roots have 3 BP and defend with 1 combat die. Flying, incorporeal, or formless creatures are unaffected.
✦ Path of Magic

Chosen by Druids who harmonize with the pure life force of nature.

Pixie
Pixie
Movement: 2D10 — Flight
Faerie DustThe Pixie releases magical sparkling sand, making the target invisible to all creatures for 1D6 turns — even the Wizard's "Magical Sight" cannot reveal them. If the Pixie is traveling with the Druid when cast, the dust covers everyone.
LifeforceCast on any one Hero (including yourself): immediately restores up to 4 lost Body Points. Will not exceed starting number.
SpiderwindCast on any one Hero (including yourself): increases Feat of Dexterity by 2 and grants 2 extra Combat Die in defense. Lasts at least 1D4 turns and persists until the target can no longer see a monster.
Ogre StrengthCast on any one Hero (including yourself): increases Feat of Strength by 2 and grants 2 extra Combat Dice in attack. Lasts at least 1D4 turns and persists until the target can no longer see a monster.
Double ImageCast on the caster or any one hero: a life-like image appears. When an attack against the hero is successful, roll 1D6 — on a 1–3, the image is attacked instead and the Hero takes no damage. The spell breaks when the hero can no longer see a monster.

✦ Footnotes

*(1) The "Tenacious" ability was taken from J.D. Fraser's Dwarf Character.