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Familiar Arcana TTRPG
In Familiar Arcana, you'll encounter an exciting roster of monsters and villains that breathe life into your adventures. We've added lore to harness their unique abilities, and let your creativity shine. As you shape encounters, remember: the real magic lies in how you bring these characters to life!
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Search the archive by creature, setting, type, or Challenge Rating. Every creature opens its dedicated Duda dynamic page with the complete stat block, lore, combat tools, and Roll20 macro.
Find creatures by name from the archive, then use filters to narrow the list by type, environment, or CR.
Sort threats from low to high or group creatures by the setting where they are most likely to appear.
Creature links lead directly to their dynamic backend pages, where all combat and GM tools remain available.
Design an entity for VTT export.
Monsters are supposed to be run at the CR as they are considered balanced for that level. Of course advanced tactics on the side of the player and DM will create a disparity in the actual difficulty of the monster. But the idea is that you can add these into your game and they will be fun for your party.
Our monsters are similar to those you may find in Dungeons and Dragons 5th edition, feel free to use them as we added support for both systems. Other than that it's very similar to player characters with the exceptions below.
Common things you may or may not be aware of pending on if you have played 5th edition before are Lair Actions, Legendary Actions, and Skills. Most of this will be recap for experienced DM's but it's always good to have them in a nice easy place to remember.
You can run them similar to how you would 5th edition. However, note most of the time they are more powerful especially at higher levels. If you're worried about balance try Adventure mode, as the monsters scale to your player's abilities instead, meaning they are formidable on their own.
Our health numbers are much higher than DnD 5e as that is one of the biggest complaints. You will find you don't need to put in a bunch of filler fights, as we are like most DM's and run 1-3 fights per long rest. That said you should be fine running a standard dungeon you'll just find it's slightly more difficult.
Below is the roles listed so you can see our design philosophy.
| Role | Encounter Weight | Design Purpose |
|---|---|---|
| Swarm | 5 per PC | Tiny or fragile creatures that rely entirely on overwhelming numbers. |
| Minion | 3 per PC | Weak combatants designed to pressure through group tactics and action economy. |
| Skirmisher | 1 PC | Standard enemy intended to challenge a single adventurer evenly. |
| Dangerous | 2 PCs | Durable or dangerous foes that require coordination to defeat safely. |
| Deadly | 3 to 4 PCs | Major encounter centerpiece with strong offensive and defensive presence. |
| Villain | 4+ PCs | Full party boss designed around layered mechanics and sustained combat. |
| Titan | 4 to 6 PCs | Mythic-scale threat built around legendary actions, phases, or battlefield control. |