Here is the list of familiars by alignment, pulled straight from the Find Familiar scroll.
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
Armor Class: -2
Hit Points: 24
Magic Resistance: 50%
Special abilities: 2 attacks per round at THACO: 13 for 1-3 damage. Save or be rendered unconscious for 2 turns.
LAWFUL NEUTRAL: Ferret
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has 75% pick pockets ability, 40% Hide in Shadows/Move Silently, and 20% Detect Traps.
LAWFUL EVIL: Imp
Armor Class: 2
Hit Points: 18
Magic Resistance: 25%
Special abilities: Can cast the Polymorph self spell.
NEUTRAL: Rabbit
Armor Class: -4
Hit Points: 24
Magic Resistance: 75%
Special abilities: Has a 50% Detect Traps, and 30% Hide in Shadows/Move Silently.
NEUTRAL EVIL: Dust Mephit
Armor Class: 6
Hit Points: 24
Magic Resistance: 10%
Special abilities: Can cast glitter dust 2 times per day.
CHAOTIC GOOD: Fairy Dragon
Armor Class: 4
Hit Points: 24
Magic Resistance: 32%
Special abilities: Can cast mirror image and invisibility 10' radius.
CHAOTIC NEUTRAL: Cat
Armor Class: 0
Hit Points: 24
Magic Resistance: 50%
Special abilities: Has a 99% in Move Silently and Hide in Shadows.
CHAOTIC EVIL: Quasit
Armor Class: 2
Hit Points: 24
Magic Resistance: 25%
Special abilities: Can cast Horror and Blur.
Each of the Familiars gets a total of 48 hit points and some additional spells in ToB. Unfortunately, you do not get the extra hit points the familiar gets, unless it dies and you summon another one (not recommended, since you lose a point of constitution.)
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Yar!
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