A tressym was a magical beast resembling a small winged cat. They could be found across the warm and temperate lands of Faerûn, and were most common in northern Cormyr, particularly in the village of Eveningstar where they were seen as good luck charms and mascots and praised for keeping down rodents. They were also popular as familiars for good wizards.
Detect Invisibility. Within 50 feet of the tressym, magical invisibility fails to conceal anything from the tressym's sight
Keen Smell. The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense. The tressym can detect whether a substance is poisonous by taste, touch, or smell.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target Hit: 1 (1d4 - 1) piercing damage.
Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM's permission, the find familiar spell can summon a flying monkey.
Pack Tactics. The flying monkey has advantage on an attack roll against a creature if at least one of the monkey's allies is within 5 feet of the creature and the ally isn't incapacitated.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.