The eohippus is a small, primeval ancestor of the modern horse. Size Medium; Attack bite (1d6 plus attach); Ability Scores Str +2, Dex –2, Con +2; Special Attacks blood drain (1 Str and 1 Con damage); Special Qualities blindsight 30 ft. Size Large; AC +2 natural armor; Attack tail (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities trample (1d8). The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics. Increasing an animal’s Intelligence to 3 or higher means it is smart enough to understand a language. Size Medium; Speed 30 ft.,swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Qualities low-light vision, scent. Size Small; Speed 30 ft.; AC +1 natural; Attack gore (1d4); Ability Scores Str 13, Dex 14, Con 11, Int 2, Wis 10, Cha 5; Special Qualities low-light vision. Add this value to the animal companion’s Strength and Dexterity scores. Even if an animal’s Intelligence increases to 3 or higher, you must still use the Handle Animal skill to direct the animal, as it is a smart animal rather than a low-intelligence person (using awaken is an exception—an awakened animal takes orders like a person). Posted by 2 years ago. | GumshoeSRD Animal Companions. Link (Ex): Handling an animal to make them do something normally requires a move action, so if you like to train attack dogs or something, keep that in mind.Allowing you to handle your animal companion as a free action allows you to order them around while still taking your full turn. Size Small Melee jaws , Damage 1d8 piercing Size Medium; Speed 30 ft.; AC +1 natural armor; Attack 2 talons (1d3); Ability Scores Str 13, Dex 16, Con 12, Int 2, Wis 11, Cha 9; Special Qualities low-light vision. A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. Shop the Open Gaming Store! Ability Scores Str +2, Dex +2. Size Medium; AC +2 natural armor; Attack gore (1d6) or 2 thorns (ranged attack, 60-foot range, 2d6 piecing damage); Ability Scores Dex +2, Con +2. A Yolubilis heron has the ability to stand perfectly still for hours at a time while awaiting prey, making it easy to mistake the bird’s legs for slim tree trunks. Size Medium; Speed 40 ft.; AC +2 natural armor; Attack gore (1d6); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent. Size Small; Speed 20 ft., fly 60 ft. (good); AC +1 natural armor; Attack bite (1d6 plus bleed and grab); Ability Scores Str 14, Dex 21, Con 15, Int —, Wis 13, Cha 6; Special Attacks bleed (1d4), grab; Special Qualities darkvision 60 ft.; CMD +8 vs. trip. Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent. The minimum level to gain this ability is listed in parentheses. Size Medium; Speed 10 ft.; AC +6 natural; Attack bite (1d4); Ability Scores Str 14, Dex 8, Con 16, Int 2, Wis 13, Cha 9; SQ low-light vision, Size Large; Speed 10 ft.; AC +8 natural; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Bonus Feat Great Fortitude. Size Large; AC +4 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities fatal gore. | d20PFSRD Size Medium; Speed 40 ft., climb 30 ft.; AC +2 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 14, Dex 10, Con 17, Int —, Wis 10, Cha 6; Special Qualities low-light vision, scent; CMD trip +8. If this attack is successful, the target is knocked prone and the deinotherium can deal damage with its trample attack before continuing its movement. You literally have the power to reshape the eidolon’s body using the transmogrify spell, and though technically the eidolon can resist this—the Saving Throw is “Will negates (harmless)”—it is assumed that the eidolon complies with what you want. a nonsentient companion is assumed to be willing to return to life unless you were cruel to it or directly responsible for its death. Yet if an animal was mistreated during its time as a companion, or is treated poorly after its awakening, that friendliness is mixed with a sense of confusion that can last anywhere from a few moments to a few hours as the animal reconciles the abuse with the great gift it’s been given. Size Small. Ability Scores Str +2, Con +2; Special Qualities combat trained, superior scent. Size Small; Speed 30 ft.; AC +1 natural armor; Attack slam (1d4 plus poison); Ability Scores Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 9; Special Attacks poison (frequency 1 round [4]; effect 1d2 Wis damage and dazzled; cure 1 save; Con-based DC); Special Qualities darkvision 60 ft., defensive puff (1/minute as an immediate action when hit, the fungus can expose one adjacent creature to its poison); CMD can’t be tripped. This companion is particularly intrigued by undeath, often playing with carcasses and presenting decaying body parts as gifts to its master. Trip: Because many vermin have multiple limbs, they are very difficult to trip. Aquatic Animals. Most pointedly, awakened animals can no longer serve as companions, and the character must follow the rules for Leadership if he wishes to take the animal as an official cohort. For example, dogs, elephants, and even gorillas lack the proper physiology to speak humanoid languages, though they can use their limited “vocabulary” of sounds to articulate concepts, especially if working with a person who learns what the sounds mean. The following information is from the Pathfinder Society Organized Play FAQ section. Ability Scores Str +2, Int +2; Special Qualities combat trained. Size Large; AC +4 natural armor; Attack bite (1d8), claws (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks leap (When charging, it can attempt a DC 20 Acrobatics check to jump into the air and land next to its enemies. After all, the eidolon can’t actually be killed while summoned; at worst, it might experience pain before damage sends it back to its home plane. You should decide what feats the animal learns, though the GM should have a say about whether a desired feat is appropriate to the animal’s type and training—fortunately, the feats on the list are appropriate for just about any animal. These long-winged insects have dazzlingly colorful bodies. Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities grab, pounce. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. For example, a PC might use threats to convince a caravan guard to hold back an ogre for a few rounds or to prevent her zealous followers from attacking a rival adventurer, but the GM makes the decision whether the guard runs away after getting hit once or the followers attack when provoked. However, if you call the eidolon in an emergency without warning the local authorities, townsfolk might assume it is a marauding monster bent on tearing them limb from limb, requiring hasty explanations and diplomacy to prevent panic. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4. Size Medium; Speed 40 ft.; AC +4 natural armor; Attack bite 1d8; Ability Scores Str 14, Dex 17, Con 11, Int 2, Wis 11, Cha 10; Special Qualities low-light vision, scent, trip. Size Medium; Speed 30 ft., climb 30 ft.; Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 14, Int 2, Wis 11, Cha 7; Special Qualities +10 Stealth when still, low-light vision. Follower: Because a follower is much lower level than you, it’s generally not worth determining a follower’s exact feats and skill ranks, as he would be ineffective against opponents appropriate for your level. While standing in water, it can use the freeze ability against submerged creatures. In most cases, the companion probably remembers its last moments alive and understands that you’re the reason why it is alive again. If you’re prone to choice paralysis, playing two turns every round can drag the game to a halt. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. Size Large; Speed climb 30 ft.; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6 plus grab); Ability Scores Str +8, Dex –2, Con +4. Magical Control: Charm person, dominate person, and similar effects turn an NPC into a companion for a limited time. When a bestial flash occurs, the mind of the companion’s master is overwhelmed with images of feral savagery. Size Large; AC +1 natural armor; Attack bite (1d8 plus grab and poison); Ability Scores Str +4, Dex –2, Con +4. | Here Be Monsters Size Medium; Speed 10 ft., fly 50 ft. (clumsy); Attack bite (1d8); Ability Scores Str 8, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special Qualities low-light vision, scent. Ease of Play: Changing who controls a companion can make the game easier or harder for the GM. Rocs taken as animal companions by druids or rangers are typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. Animal companions can assign skill ranks to any skill listed below. Vermin companions can be trained as if they were animals using the Handle Animal skill. Special A medium cavalier can choose this as a mount. It has three-toed feet rather than hooves. The ceremony can also be used to attract and bond with an animal appropriate to the local environment. Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +2; Special Qualities low-light vision. 1. d8 Hit Die. For example, the GM’s notes about the capital city should mention the thieves’ guild informant follower of the rogue PC. Size Medium; Speed burrow 20 ft.; AC +2 natural armor; Attack 2 claws (1d6); Ability Scores Str +2, Dex –2, Con +4; Special Attacks rend (2 claws, 1d6). Size Medium; Speed 30 ft., climb 20 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 12, Dex 16, Con 13, Int 2, Wis 13, Cha 7; Special Qualities low-light vision, scent. Size Medium; Speed 20 ft.; AC +4 natural armor; Attack tongue (1d4 plus 1 acid); Ability Scores Str 13, Dex 8, Con 13, Int —, Wis 10, Cha 1; Special Attacks spit acid (ranged touch attack, 30 foot range, 1d6 acid damage); Special Qualities blindsense 30 ft., DR 5/slashing or piercing, susceptible to salt; CMD can’t be tripped. Size Medium; Speed 50 ft.; AC +2 natural armor; Attack kick (1d6); Ability Scores Str +4, Dex +2, Con +2. | Swords and Wizardry SRD A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects. Size Medium; Attack bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint. In some cases, the rules do not specify whether you or the GM controls the companion. Unless you raised your animal companion from birth, it has its own history and secrets that are likely important and could surprise you. Size Medium; Speed 30 ft.; AC +6 natural armor; Attack gore (1d8); Ability Scores Str 10, Dex 13, Con 11, Int 2, Wis 12, Cha 7; SQ low-light vision, scent. A devious druid, upon witnessing an enemy mistreating its companion, may even cast awaken in secret upon the beast, trusting that its natural instincts will make it turn on its oppressor. Size Large; Speed 40 ft., climb 40 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks pull (tongue, 5 ft.), tongue. a cohort who is critically injured by a monster might develop a fear about that kind of monster and avoid attacking it. Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +2, Con +2; Special Attacks impale. Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 2 slaws (1d3), bite (1d4); Ability Scores Str 13, Dex 13, Con 15, Int 2, Wis 13, Cha 8; Special Qualities blindsight 60 ft., scent, stand on hind legs. A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. Size Small; Speed 30 ft.; AC +1 natural armor; Attack tail slap (1d4); Ability Scores Str 14, Dex 12, Con 15, Int 2, Wis 13, Cha 5; Special Attacks quills (as porcupine quills; Special Qualities low-light vision, scent. Size Medium; Speed 20 ft., fly 50 ft. (poor); AC +2 natural armor; Attack bite (1d6), 2 talons (1d4); Ability Scores Str 13, Dex 14, Con 13, Int 2, Wis 13, Cha 5; Special Qualities low-light vision. Whether you wish to roleplay this relationship as friendly or coerced, the eidolon is inclined to obey you unless you give a command only to spite it. The iconic black and white stripes of the zebra make it instantly recognizable. It won’t necessarily blindly follow a suicidal order, but it has your interests at heart and does what it can to keep you alive. Size Medium; Speed 30 ft.; AC +6 natural armor; Attack gore (1d8); Ability Scores Str 10, Dex 13, Con 11, Int 2, Wis 12, Cha 7. Even if the animal is physically capable of using a tool, it might still prefer its own natural body to manufactured items, especially when it comes to weapons. For example, if a druid has complete control over an animal companion, there’s no reason for her to put ranks in Handle Animal, freeing up those ranks for other valuable skills like Perception. Size Small; Speed 20 ft., fly 40 ft. (perfect); AC +2 natural armor; Attack bite (1d8); Ability Scores Str 13, Dex 17, Con 12, Int —, Wis 12, Cha 9; Special Qualities darkvision 60 ft.; CMD +8 vs. trip. Just like a PC, a cohort has family and friends, with hopes and concerns for those people. Size Large; AC +3 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities defensive spikes. Death saving throws for animal companions. Can a Druid or Ranger alternate his actions with the animal companion? Size Large; AC +2 natural armor; Attack 2 talons (1d4); Ability Scores Str +4, Con +2. Size Medium; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d8); Ability Scores Str 11, Dex 15, Con 12, Int 2, Wis 13, Cha 8; Special Qualities low-light vision, scent. Ability Scores Str +2, Con +2; Special Qualities combat trained, darkvision 30 ft. Size Medium; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d4 plus grab); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 13, Cha 8; Special Attacks saber-toothed bite (1d10 bite attack, only on a grapple check to deal damage); Special Qualities low-light vision, scent. Nonsentient Companions: a nonsentient companion (one with animal-level intelligence) is loyal to you in the way a well-trained dog is—the creature is conditioned to obey your commands, but its behavior is limited by its intelligence and it can’t make altruistic moral decisions—such as nobly sacrificing itself to save another. For example, a toad familiar might project feelings of hunger whenever a member of a fly-demon cult is nearby, a bat familiar might express curiosity about the words a weird hermit is muttering under his breath, and a rat familiar might feel fear when a dangerous assassin walks into the room. Some companions have special abilities that facilitate this sort of communication, such as a familiar’s empathic link or an eidolon’s bond senses ability, but most companions are limited to what they can observe with their own senses. Between its bloodthirsty nature and the annoying drone of its wings, the giant mosquito is a much-loathed creature. Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d2), tail (1d2); Ability Scores Str 10, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities ball tail, low-light vision, scent. Like spells foe with its downward-curving tusks and knock the victim to its foe, it also... 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