Animal Companions
Source Player Core pg. 206 2.0
An animal companion is a loyal comrade who follows your orders.
Click here for the full rules on Animal Companions.
Air ElementalUncommon Air Source Rage of Elements pg. 40 2.0Your companion is an air elemental, such as a
zephyr hawk.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
storm order.
Size Small
Melee [one-action] gust (
finesse),
Damage 1d6 bludgeoning
Str +1,
Dex +2,
Con +1,
Int -4,
Wis +1,
Cha +1
Hit Points 4
Skill Stealth Senses darkvisionSpeed fly 50 feet
Support Benefit Your air elemental swirls around you with concealing gusts, making it harder for your foes to hit you and possibly giving you a moment to hide. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your air elemental's reach, you are
concealed to that creature until the start of your next turn.
Advanced Maneuver Circling Flyby
Source Rage of Elements pg. 40 2.0
Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.
Source Howl of the Wild pg. 90 2.0Your companion is an antelope or other similar animal, such as a dik-dik, gazelle, or wildebeest.
Size Medium or Large
Melee [one-action] horns (
finesse),
Damage 1d6 piercing
Melee [one-action] hoof (
agile,
finesse),
Damage 1d4 bludgeoning
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses low-light visionSpeed 40 feet
Special mount
Support Benefit The antelope impales your distracted foes. Until the start of your next turn, while riding your antelope, your Strikes that damage a creature in your antelope’s reach also deal 1d6
persistent bleed damage. If your antelope is
nimble or
savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Bounding Retreat
Source Howl of the Wild pg. 90 2.0
The antelope
Leaps twice. If it has a rider, it can leave them in an empty space as it Leaps out of it.
Source Player Core pg. 206 2.0Your companion is an ape or other primate.
Size Small
Melee [one-action] fist,
Damage 1d8 bludgeoning
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light visionSpeed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes
frightened 1.
Advanced Maneuver Frightening Display
Source Player Core pg. 206 2.0
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to
Demoralize the target creature; this display gains the
visual trait and doesn't require language. While frightened by this ability, the target is
off-guard to your ape.
Uncommon Plant Source Player Core pg. 206 2.0Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the plant trait instead of the animal trait, but it otherwise functions normally as an animal companion. They are typically only selected by animal order druids who are also members of the leaf order.
Access You are a member of the leaf order.
Size Small
Melee [one-action] branch,
Damage 1d8 bludgeoning
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Stealth Senses low-light visionSpeed 25 feet
Support Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is
difficult terrain.
Advanced Maneuver Throw Rock
Source Player Core pg. 206 2.0
The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet. The damage is 2d6 for a mature arboreal sapling and 3d6 for a specialized one.
Legacy Content
Source Highhelm pg. 109Your companion is an
augdunar, a powerful breed of mule favored by the
dwarves of Highhelm.
Size Medium
Melee [one-action] hoof,
Damage 1d8 bludgeoning
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 10
Skill Athletics Senses low-light vision,
scent (
imprecise) 30 feet
Speed 25 feet
Special mountSupport Benefit The augdunar shifts its weight, proffering you an item. You Interact to draw a weapon or item that is being carried by the augdunar.
Advanced Maneuver Weighted Kick
Source Highhelm pg. 109
Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, the augdunar automatically
Shoves the target back 5 feet (10 feet on a critical success).
Source Player Core pg. 207 2.0Your companion is a badger, wolverine, or other big mustelid.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Survival Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 25 feet, burrow 10 feet, climb 10 feet
Support Benefit Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Advanced Maneuver Badger Rage
Concentrate Emotion Mental Source Player Core pg. 207 2.0Requirements The badger isn’t
fatigued or raging.
The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls
unconscious, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways.
- It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
- It takes a –1 penalty to AC.
- It can't use actions that have the concentrate trait. The animal companion can Seek even while raging.
After it has stopped raging, it can't use Badger Rage again for 1 minute.
Source Player Core pg. 207 2.0Your companion is a particularly large bat, such as a giant bat.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] wing (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses echolocation 20 feet (the bat can use hearing as a
precise sense within this range),
low-light visionSpeed 15 feet, fly 30 feet
Support Benefit Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with Strikes take a –1 circumstance penalty to their attack rolls.
Advanced Maneuver Wing Thrash
Source Player Core pg. 207 2.0
The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.
Source Player Core pg. 207 2.0Your companion is a black, grizzly, polar, or other type of bear.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 35 feet
Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Bear Hug
Source Player Core pg. 207 2.0Requirements The bear’s last action was a successful claw Strike.
The bear makes another claw Strike against the same target. If this Strike hits, the target is also
grabbed, as if the bear had successfully Grappled the target.
Legacy Content
Source Grand Bazaar pg. 54Your animal companion is a large, flightless stag beetle.
Size Medium or Large
Melee [one-action] mandible,
Damage 1d8 piercing
Melee [one-action] foot (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses low-light visionSpeed 35 feet
Special mountSupport Benefit Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your Strikes that deal damage either make the target
flat-footed until the end of your next turn or move the target 5 feet away from the beetle (this is
forced movement). The target chooses which effect occurs.
Advanced Maneuver Hustle
Hustle [two-actions]
Source Grand Bazaar pg. 54
The beetle moves at incredible speed. It Strides three times.
Source Player Core pg. 208 2.0Your companion is a bird of prey, such as an eagle, hawk, or owl.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] talon (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 4
Skill Stealth Senses low-light visionSpeed 10 feet, fly 60 feet
Support Benefit The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4
persistent bleed damage, and the target is
dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Advanced Maneuver Flyby Attack
Source Player Core pg. 208 2.0
The bird
Flies and makes a talon Strike at any point along the way.
Source Player Core pg. 208 2.0Your companion is a boar or pig.
Size Small
Melee [one-action] tusk,
Damage 1d8 piercing
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Survival Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 35 feet
Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar's reach also deal 1d6
persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Boar Charge
Source Player Core pg. 208 2.0
The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.
Legacy Content
Source Pathfinder #149: Against the Scarlet Triad pg. 80Your companion is a camel or llama
Size Medium or Large
Melee [one-action] jaws,
Damage 1d6 piercing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses low-light vision,
scent (imprecise, 30 feet)
Speed 35 feet
Special mount; your camel ignores the harmful effects of
mild, severe, and extreme cold or heat, selected when you gain the companion
Support Benefit The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is
dazzled for 1 round.
Advanced Maneuver Sand Stride
Move Source Pathfinder #149: Against the Scarlet Triad pg. 80
The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.
Legacy Content
Source Grand Bazaar pg. 54Your animal companion is a capybara, a giant rodent common in the forests of Arcadia.
Size Small
Melee [one-action] head (
agile),
Damage 1d6 bludgeoning
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 6
Skill Survival Senses low-light vision,
scent (imprecise, 30 feet)
Speed 30 feet, swim 15 feet
Support Benefit Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Distracting Spray
Source Grand Bazaar pg. 54
The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized.
Critical Success The creature is unaffected.
Success The creature is
clumsy 1 for 1 round.
Failure The creature is clumsy 1 for 1 minute.
Critical Failure The creature is clumsy 2 for 1 minute.
Source Player Core pg. 208 2.0Your companion is a big cat, such as a leopard or tiger.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] claw (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 4
Skill Stealth Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 35 feet
Special Your cat deals 1d4 extra precision damage against
off-guard targets.
Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target
off-guard until the end of your next turn.
Advanced Maneuver Cat Pounce
Flourish Source Player Core pg. 208 2.0
The cat Strides and then Strikes. If it was
undetected at the start of its Cat Pounce, it remains undetected until after the attack.
This Animal Companion may contain spoilers from the Extinction Curse Adventure Path
Legacy Content
Uncommon Source Pathfinder #154: Siege of the Dinosaurs pg. 73Your companion is a sticky-footed lizard like a gecko or anole.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 6
Skill Stealth Senses low-light vision,
scent (imprecise) 30 feet
Speed 25 feet, climb 25 feet
Support Benefit Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to
Disarm,
Shove, or
Trip an opponent and roll a critical failure, you get a failure instead.
Advanced Maneuver Tongue Pull
Attack Source Pathfinder #154: Siege of the Dinosaurs pg. 73
The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also grabbed until the beginning of your next turn.
This Animal Companion may contain spoilers from the Extinction Curse Adventure Path
Legacy Content
Uncommon Source Pathfinder #154: Siege of the Dinosaurs pg. 74Your companion is a flying prehistoric creature, such as a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the ground.
Size Small
Melee [one-action] beak (
finesse),
Damage 1d6 piercing
Melee [one-action] talon (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 4
Skill Thievery (
Palm an Object or
Steal only)
Senses darkvisionSpeed 10 feet, fly 60 feet
Support Benefit Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.
Advanced Maneuver Pterosaur Swoop
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.
Source Player Core pg. 208 2.0Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail (
finesse),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses low-light visionSpeed 20 feet, swim 25 feet
Special The crocodile can hold its breath for about 2 hours.
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a –10-foot circumstance penalty to its Speeds and can't
Fly while the crocodile is latched on.
Advanced Maneuver Death Roll
Source Player Core pg. 208 2.0Requirements The crocodile has a creature
grabbed.
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature
prone. If it misses, it releases the creature.
Legacy Content
Source Highhelm pg. 109Your companion is a
giant lizard, used in the depths of Highhelm as mounts and pack animals.
Size Medium
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail (
finesse),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Athletics Senses darkvision,
scent (
imprecise) 30 feet
Speed 25 feet
Special mountSupport Benefit Your draft lizard assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your draft lizard's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Tail Swipe
Source Highhelm pg. 109
Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack penalty, but the penalty only increases after all the attacks have been made.
Source Player Core pg. 209 2.0Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Melee [one-action] talon (
agile,
finesse),
Damage 1d6 slashing
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 50 feet
Support Benefit Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.
Advanced Maneuver Darting Attack
Flourish Source Player Core pg. 209 2.0
The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.
Uncommon Earth Source Rage of Elements pg. 40 2.0Your companion is an earth elemental, such as a
living boulder or
sod hound.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
stone order.
Size Small
Melee [one-action] fist,
Damage 1d8 bludgeoning
Str +2,
Dex +0,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 10
Skill Survival Senses darkvisionSpeed 20 feet, burrow 10 feet
Support Benefit Your earth elemental cracks the earth beneath your foe's feet, making it difficult for the foe to move. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your earth elemental's reach, the first square the creature moves into after taking that damage is
difficult terrain.
Advanced Maneuver Rolling Knockdown
Source Rage of Elements pg. 40 2.0
Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked
prone.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Source Pathfinder #177: Burning Tundra pg. 73Your companion is an elephant or mammoth.
Size Large
Melee [one-action] tusk,
Damage 1d8 piercing
Melee [one-action] foot,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (imprecise, 30 feet)
Speed 35 feet
Special mountSupport Benefit Your elephant trumpets noisily and menaces your enemy. The first creature within your elephant's reach that you hit and deal damage to before the start of your next turn has difficulty hearing as its ears ring from the noise, taking a –4 status penalty to purely auditory Perception checks until the end of your next turn.
Advanced Maneuver Grabbing Trunk
Source Pathfinder #177: Burning Tundra pg. 73
The elephant grabs its foe with its trunk and carries it off. The elephant uses
Athletics to
Grapple a creature up to two sizes smaller than the elephant in its trunk. If its target is
grabbed or
restrained, the elephant repositions the target to another space in the elephant's reach.
Source Howl of the Wild pg. 90 2.0Your companion is an elk, or other similar cervids, such as a caribou, large deer, or moose.
Size Medium or Large
Melee [one-action] antlers,
Damage 1d8 piercing
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light visionSpeed 30 feet
Special mount
Support Benefit Your elk makes a threatening display by waving its antlers. Until the start of your next turn, if you hit and deal damage to a creature within your elk’s reach, the creature is
frightened 1.
Advanced Maneuver Antler Catapult
Source Howl of the Wild pg. 91 2.0
The elk Steps once and then makes an antlers Strike. If it moved and hits, the elk can fling its target into the space it just left, which is
forced movement.
Uncommon Fire Source Rage of Elements pg. 40 2.0Your companion is a fire elemental, such as a
cinder rat or
lava otter.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
flame order.
Size Small
Melee [one-action] tendril (
agile,
finesse),
Damage 1d6 fire
Str +2,
Dex +2,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 4
Skill Intimidation Senses darkvisionSpeed 25 feet
Special Immunities fire,
Weaknesses cold and water (equal to the fire elemental's level)
Support Benefit Your fire elemental burns your foes and sets them on fire. Until the start of your next turn, your Strikes that damage a creature in your fire elemental's reach also deal 1d6
persistent fire damage. If your fire elemental is nimble or savage, the persistent fire damage increases to 2d6.
Advanced Maneuver Flamethrower
Source Rage of Elements pg. 41 2.0Frequency once per 10 minutes
The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these Strikes count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes.
Source Howl of the Wild pg. 91 2.0Your companion is a giant flying squirrel or sugar glider.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] claw (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 6
Skill Stealth Senses low-light vision,
scent (
imprecise) 30 feet
Speed 25 feet, climb 25 feet
Special When your flying squirrel falls, it can glide, falling only 5 feet at the beginning of your turn and moving up to 25 feet horizontally. It cannot glide if it’s unable to act.
Support Benefit Your flying squirrel wraps your foes in its skin flaps, hampering their movement. Until the end of your next turn, if your Strike damages a creature in your giant flying squirrel's reach, that creature takes a –10-foot circumstance penalty to its Speeds for 1 round.
Advanced Maneuver Death From Above
Flourish Source Howl of the Wild pg. 91 2.0Requirements The flying squirrel is above the target
The flying squirrel crashes down onto a target, furiously clawing at it. The flying squirrel falls to an empty space next to the target, taking no damage, and makes two claw Strikes. Both attacks count toward its
multiple attack penalty, but the penalty doesn’t increase until after both attacks have been made.
Source Howl of the Wild pg. 91 2.0Your companion is a giraffe.
Size Large
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Melee [one-action] neck (
nonlethal,
reach 10 feet),
Damage 1d4 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (
imprecise) 30 feet
Speed 35 feet
Special mount
Support Benefit Your giraffe pushes against opponents with its long neck. While riding on your giraffe this turn, you do not need a hand free to
Shove and any foe you successfully Shove moves 10 feet (15 feet on a critical success).
Advanced Maneuver Long Stomp
Source Howl of the Wild pg. 91 2.0
Your giraffe Strides twice and then makes a hoof Strike. As long as it moved at least 20 feet, it deals an additional 1d6 bludgeoning damage. Increase this to 2d6 if your giraffe is specialized.
Legacy Content
Source Highhelm pg. 109Your companion is a breed of mountain goat populous in the Five Kings Mountains.
Size Medium
Melee [one-action] headbutt (
shove),
Damage 1d8 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Acrobatics Senses scent (
imprecise) 30 feet
Speed 35 feet, climb 15 feet
Special mountSupport Benefit Your goat boosts you up a wall, allowing you to reach greater heights. You climb up a surface as if you had rolled a success on a
Climb action.
Advanced Maneuver Knock Aside
Source Highhelm pg. 109Requirements The animal companion's last action was a successful headbutt Strike.
The goat automatically
pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit
Source Player Core pg. 209 2.0Your companion is a horse, pony, or similar equine.
Size Medium or Large
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 40 feet
Special mount
Support Benefit Until the start of your next turn, if you're mounted on your horse and moved 10 feet or more on the action before a melee Strike, add a circumstance bonus to damage for that Strike equal to twice the number of weapon damage dice. If your weapon already has the
jousting weapon trait, increase the trait's damage bonus by 2 per die instead.
Advanced Maneuver Gallop
Gallop [two-actions]
Move Source Player Core pg. 209 2.0
The horse Strides twice at a +10-foot circumstance bonus to Speed.
Legacy Content
Source Pathfinder #149: Against the Scarlet Triad pg. 80Your companion is a hyena
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Intimidation Senses low-light vision,
scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena’s reach with a Strike, the creature becomes
frightened 1.
Advanced Maneuver Gnaw
Gnaw [one-action]
Source Pathfinder #149: Against the Scarlet Triad pg. 80Requirements The animal companion’s last action was a successful jaws Strike.
The Strike’s target takes 1d6
persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the persistent bleed damage increases to 2d6.
Source Howl of the Wild pg. 91 2.0Your companion is a kangaroo or wallaby.
Size Small
Melee [one-action] foot (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses low-light visionSpeed 30 feet
Special When the kangaroo
Leaps horizontally, it travels up to 25 feet.
Support Benefit Your kangaroo bounces and shifts back and forth. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 5 feet when determining whether you and your companion are
flanking; you can choose a different space for each of your attacks.
Advanced Maneuver Spring Kick
Source Howl of the Wild pg. 91 2.0
The kangaroo balances on its tail and lashes out with a powerful two-legged kick. The kangaroo makes a foot Strike. If it hits, the target is pushed back 10 feet. On a critical hit, they are also knocked
prone.
Legacy Content
Source Grand Bazaar pg. 72Your companion is a strange creature, akin to a chair with bestial legs.
Size Medium or Large
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Stealth Senses low-light vision,
scent (imprecise, 30 feet)
Speed 40 feet
Special mountSupport Benefit Your legchair moves its limbs in the way of enemy attacks. You gain lesser cover from your legchair against all attacks, not just ones where the legchair would be in the way.
Advanced Maneuver Careful Withdraw
Source Grand Bazaar pg. 72
The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.
Uncommon Metal Source Rage of Elements pg. 41 2.0Your companion is a metal elemental, such as a mercurial. Metal elementals don't have any special access because druids don't have an order dedicated to the elemental magic of metal.
PFS Note For Pathfinder Society play, any druid with an animal companion may take a metal elemental as their companion
Size Small
Melee [one-action] spike,
Damage 1d8 piercing
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses darkvisionSpeed 25 feet
Support Benefit Your metal elemental pierces an enemy with metal spikes that cause it to bleed. Until the start of your next turn, your Strikes that damage a creature in your metal elemental's reach also deal 1d6
persistent bleed damage. If your metal elemental is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Spiked Bunker
Source Rage of Elements pg. 41 2.0
Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee
unarmed attack while it's in its Spiked Bunker takes 2d6 piercing damage (or 3d6 piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects.
Source Howl of the Wild pg. 91 2.0Your companion is a giant mole, gopher, or prairie dog.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Stealth Senses low-light vision,
scent (
imprecise) 30 feet
Speed 25 feet, burrow 20 feet
Support Benefit Your mole leaps into the ground and burrows beneath your foes, disturbing their footing. Until the end of your next turn, if you hit and damage a creature adjacent to your mole, that creature is
clumsy 1 until it moves from its current position.
Advanced Maneuver Burrowing Ambush
Source Howl of the Wild pg. 92 2.0
Your mole Burrows and makes a Strike. If the mole began its movement underground, the target is
off-guard for this attack.
Source Howl of the Wild pg. 92 2.0Your companion is a mongoose or meerkat.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] claw (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +1
Hit Points 4
Skill Survival Senses low-light vision,
scent (
imprecise) 30 feet
Speed 25 feet, burrow 10 feet
Support Benefit The mongoose bounds to your side, alert and at the ready. Until the end of your next turn, creatures adjacent to the mongoose cannot
flank you.
Advanced Maneuver Liberating Bite
Flourish Source Howl of the Wild pg. 92 2.0
The mongoose makes a jaws Strike that can help creatures break free of restraint, like the grasp of a cobra. If the Strike hits, each creature
grappled or
restrained by the target can
Escape as a free action.
This Animal Companion may contain spoilers from the Extinction Curse Adventure Path
Legacy Content
Uncommon Source Pathfinder #154: Siege of the Dinosaurs pg. 73Your companion is a stocky-limbed lizard with a long, almost serpentine body.
Size Medium
Melee [one-action] jaws,
Damage 1d8 piercing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses low-light vision,
scent (imprecise) 30 feet
Speed 30 feet
Special mountSupport Benefit The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your Strike damages a foe, any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.
Advanced Maneuver Lurching Rush
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
The monitor lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.
Legacy Content
Source Grand Bazaar pg. 54Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin.
Size Small
Melee [one-action] proboscis (
finesse),
Damage 1d6 piercing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 6
Skill Stealth Senses darkvision,
scent (imprecise, 30 feet)
Speed 15 feet, fly 30 feet
Special Your moth is invisible to echolocation.
Support Benefit Your moth releases a shower of dust to reveal your foes. Until the start of your next turn, if you damage a
concealed or
hidden creature in your moth's reach with a Strike, that creature requires only a DC 3 flat check to target it if it's concealed, or DC 9 if it's hidden. The reduced DC lasts until the end of your next turn.
Advanced Maneuver Ultrasonic Scream
Source Grand Bazaar pg. 54
The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized.
Success The target treats all creatures as
concealed on its next attack before the start of your next turn.
Failure The target treats all creatures as concealed until the start of your next turn.
Critical Failure As failure, and the target is also
stunned 1.
Legacy Content
Source Treasure Vault pg. 106 1.1Your companion is an alchemical ooze that extends pseudopods to move around.
Size Medium or Large
Melee [one-action] pseudopod (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +3,
Int -4,
Wis +0,
Cha +0
Hit Points 6
Skill Athletics Senses Motion Sense Your oozeform chair can sense nearby creatures through vibration in the air. This is an
imprecise sense with a range of 30 feet.
Speed 20 feet
Special mountSupport Benefit A pseudopod extends out from your chair, retrieving an unattended object within 15 feet. If you don't have a hand free to receive the object, the chair drops it in your space.
Advanced Maneuver Extend Pseudopod
Source Treasure Vault pg. 107 1.1
Your chair lengthens itself, granting its pseudopod Strike the
reach 10 feet trait until the beginning of your next turn.
Legacy Content
Source Grand Bazaar pg. 55Your companion is a particularly large pangolin, such as an ugvashi from Vudra.
Size Medium
Melee [one-action] body,
Damage 1d8 bludgeoning
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses low-light visionSpeed 25 feet
Support Benefit Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your Strikes that damage a creature in your pangolin's reach also deal 1d6
persistent bleed damage. If your pangolin is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Defensive Curl
Source Grand Bazaar pg. 55
The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take 2d6
persistent bleed damage. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Source Pathfinder #177: Burning Tundra pg. 73Your companion is a rhinoceros or woolly rhinoceros.
Size Large
Melee [one-action] horn,
Damage 1d8 piercing
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses scent (imprecise, 30 feet)
Speed 30 feet
Special mountSupport Benefit Your rhino swings its heavy head to unbalance your enemy. The first creature within your rhino's reach that you hit and deal damage to before the start of your next turn becomes
clumsy 1 until the end of your next turn.
Advanced Maneuver Rhinoceros Charge
Source Pathfinder #177: Burning Tundra pg. 73
The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional piercing damage, or 2d8 additional damage if your rhino is nimble or savage.
Uncommon Dragon Source Player Core pg. 209 2.0Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the
dragon trait instead of the
animal trait, but it otherwise functions normally as an animal companion.
Size Large
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail,
Damage 1d6 bludgeoning
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +2
Hit Points 8
Skill Intimidation Senses darkvisionSpeed 45 feet
Special mount
Support Benefit Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake's reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver Fire Breath
Source Player Core pg. 209 2.0Frequency once per hour
The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (
basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.
Legacy Content
Source Treasure Vault pg. 107 1.1Your companion is a woven sphere of living plant roots that rolls over the ground, while you sit on a stabilized seat above it.
Size Medium or Large
Melee [one-action] vine (
reach 10 feet),
Damage 1d8 slashing
Str +2,
Dex +2,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Stealth Senses low-light visionSpeed 30 feet
Special mountSupport Benefit Your rootball chair moves smoothly over most terrain, thanks to its many tendrils. Your rootball chair ignores difficult terrain.
Advanced Maneuver Seedpod Spring
Source Treasure Vault pg. 107 1.1
A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair
Leaps up to 30 feet vertically or horizontally and drifts down, sinking 5 feet for every 5 feet traveled horizontally and causing you to take no
falling damage. The cottony material disperses when you land.
Source Howl of the Wild pg. 92 2.0Your companion is a salamander, newt, axolotl, or similar amphibian.
Size Small
Melee [one-action] tail,
Damage 1d6 bludgeoning
Melee [one-action] jaws,
Damage 1d4 piercing
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +1
Hit Points 6
Skill Survival Senses darkvisionSpeed 20 feet, swim 10 feet
Support Benefit Your salamander secretes a poisonous, viscous fluid from its skin. Until the start of your next turn, if you or your salamander are hit by a creature adjacent to the salamander, that creature takes 1d6 poison damage. This damage increases to 2d6 if the salamander is
nimble or
savage.
Advanced Maneuver Poisonous Sweep
Flourish Poison Source Howl of the Wild pg. 92 2.0
The salamander secretes poison from the glands on its tail and bludgeons an enemy to apply it to them. It makes a tail Strike. If the Strike hits, the target takes an additional 1d6
persistent poison damage. If your salamander is
nimble or
savage, increase this damage to 2d6 persistent poison damage.
Source Player Core pg. 210 2.0Your companion is one of the various species of giant scorpion.
Size Small
Melee [one-action] stinger,
Damage 1d6 piercing plus poison
Melee [one-action] pincer (
agile),
Damage 1d6 slashing
Str +3,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses darkvisionSpeed 30 feet
Special The scorpion's stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.
Support Benefit Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion's reach also deal 1d6
persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Advanced Maneuver Grab and Sting
Source Player Core pg. 210 2.0
The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes
grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.
Legacy Content
Uncommon Source Secrets of Magic pg. 228 1.1Your companion is a canine creature related to the
Shadow Plane denizens known as shadow mastiffs.
Access You're a
shadowcasterSize Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +1
Hit Points 4
Skill Intimidation Senses darkvision,
scent (imprecise) 30 feet
Speed 30 feet
Support Benefit Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a Strike and that creature is within reach of your shadow hound, both you and your shadow hound become
concealed to the creature until the end of your next turn.
Advanced Maneuver Bay
Bay [two-actions]
Source Secrets of Magic pg. 228 1.1
The shadow hound releases an eerie bay, attempting to
Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a language and don't take any penalty due to not sharing a language.
Source Player Core pg. 210 2.0Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses blood scent,
scent (
imprecise, 60 feet)
Speed swim 40 feet
Special The shark has the
aquatic trait. Its blood scent enables it to smell blood in the water from up to 1 mile away.
Support Benefit When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Shred
Shred [one-action]
Source Player Core pg. 210 2.0Requirements The shark hit with a jaws Strike on its most recent action this turn.
The shark viciously rips into the wound. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).
Uncommon Source Howl of the Wild pg. 92 2.0Your companion is a
shotalashu, a telepathic creature originally from the planet of Castrovel but now introduced in small numbers to Golarion. Acquiring a shotalashu typically requires that the prospective rider bond with it first by spending a week of time with it and succeeding on a DC 21
Occultism check to establish a telepathic link. A rider who fails the check can attempt it again after another week with the shotalashu for each attempt. Any creature with telepathic capabilities, such as telepathy, touch telepathy, empathic sense, or the ability to cast spells such as
telepathy, gains a +4 circumstance bonus to this check. The GM is the final arbiter of whether a given ability counts as telepathy for the purposes of forming a link. This link remains, and neither can form a new link until one member dies. The shock of a bonded partner dying leaves the survivor
stupefied 2 for 24 hours and prevents them from forming a new link for at least a month.
A shotalashu has the
beast trait instead of the
animal trait but otherwise functions normally as an animal companion.
Size Medium or Large
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +2,
Dex +3,
Con +2,
Int -3,
Wis +1,
Cha +2
Hit Points 8
Skill Survival Senses darkvisionSpeed 40 feet
Special mount
Support Benefit The shotalashu telepathically assails your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the shotalashu's reach with a Strike, the creature takes 1d6 mental damage from the shotalashu. If your shotalashu is
nimble or
savage, the mental damage increases to 2d6.
Advanced Maneuver Telepathic Pounce
Mental Occult Source Howl of the Wild pg. 92 2.0
The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save, with the following effects. This uses a trained DC using the shotalashu’s Charisma modifier or an expert DC if the shotalashu is specialized.
Critical Success The creature is unaffected.
Success The creature takes a –5 foot status penalty to its Speeds for one round.
Failure The creature takes a –10 foot status penalty to its Speeds for one round. The shotalashu can then
Leap.
Critical Failure The creature is
off-guard and
immobilized for one round. The shotalashu can then Leap.
Source Player Core pg. 210 2.0Your companion is a constrictor snake, such as a boa or python.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Str +3,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 20 feet, climb 20 feet, swim 20 feet
Support Benefit Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.
Advanced Maneuver Constrict
Source Player Core pg. 210 2.0Requirements The snake has a smaller creature
grabbed.
The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a
basic Fortitude save against your class DC. If the snake is a specialized animal companion, increase this damage to 20.
Legacy Content
Source Grand Bazaar pg. 55Your companion is a terror bird, a large species of flightless carnivorous avian.
Size Large
Melee [one-action] beak,
Damage 1d8 piercing
Melee [one-action] talon (
agile),
Damage 1d6 piercing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses low-light visionSpeed 40 feet
Special mountSupport Benefit Your terror bird screeches at your enemies when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your terror bird's reach make the target
flat-footed until the start of your next turn.
Advanced Maneuver Tearing Clutch
Source Grand Bazaar pg. 55
The terror bird makes a beak Strike; on a successful hit, the target takes 2d6
persistent bleed damage.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Source Pathfinder #177: Burning Tundra pg. 73Your companion is a triceratops or other armored dinosaur. If necessary, change the horn attack and damage type to an appropriate attack for the dinosaur (for example, an ankylosaurus would have a tail attack that deals bludgeoning damage).
Size Large
Melee [one-action] horn,
Damage 1d8 piercing
Melee [one-action] foot,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (imprecise, 30 feet)
Speed 25 feet
Special mountSupport Benefit Your triceratops gores
prone targets in your wake. Until the start of your next turn, your Strikes that damage a prone creature in your triceratops's reach also deal 1d8
persistent bleed damage. If your triceratops is nimble or savage, the persistent bleed damage increases to 2d8.
Advanced Maneuver Lumbering Knockdown
Source Pathfinder #177: Burning Tundra pg. 74
Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked
prone.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Source Pathfinder #177: Burning Tundra pg. 74Your companion is a tyrannosaurus, allosaurus, or similar large, carnivorous dinosaur.
Size Large
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] foot,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit Your tyrannosaurus roars and puts on a fearsome display as you attack, startling your foes. Until the start of your next turn, if you hit and deal damage to a creature within your tyrannosaurus's reach, the creature is
frightened 1.
Advanced Maneuver Overwhelm
Source Pathfinder #177: Burning Tundra pg. 74
The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is
grabbed.
Legacy Content
Rare Source Monsters of Myth pg. 119Your companion is one of the few surviving members of a formerly lost species, hatched from the last clutch of Ulgrem-Axaan. As it's so young, its intelligence hasn't developed yet, but some day, it will become a highly intelligent creature. An Ulgrem-Lurann has the
beast trait instead of the
animal trait but otherwise functions normally as an animal companion.
Size Medium
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail,
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +0,
Cha +1
Hit Points 6
Skill Intimidation Senses darkvisionSpeed 20 feet, swim 25 feet
Special The Ulgrem-Lurann has the
amphibious trait.
Support Benefit The Ulgrem-Lurann grabs at your foe and zaps it. Until the start of your next turn, each time you hit a creature in the Ulgrem-Lurann's reach with a Strike, the creature takes an additional 1d4 piercing damage and 1d4 electricity damage from the Ulgrem-Lurann. If the Ulgrem-Lurann is nimble or savage, the piercing damage and electricity damage each increase to 2d4.
Advanced Maneuver Snatch and Zap
Source Monsters of Myth pg. 119
The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature automatically becomes
grabbed by the Ulgrem-Lurann and takes 1d4 electricity damage (2d4 for a mature Ulgrem-Lurann or 3d4 for a specialized companion). The grabbed condition lasts until the end of your next turn, though the Ulgrem-Lurann can use
Grapple to attempt to extend the duration as normal.
Legacy Content
Source Pathfinder #149: Against the Scarlet Triad pg. 80Your companion is a vulture, condor, or other large scavenging bird.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 6
Skill Survival Senses low-light vision,
scent (imprecise, 30 feet)
Speed 10 feet, fly 45 feet
Special Your vulture gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead.
Support Benefit The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become
sickened 1 (sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a specialized animal companion) + your level + the vulture’s Constitution modifier.
Advanced Maneuver Feast on the Fallen
Healing Manipulate Source Pathfinder #149: Against the Scarlet Triad pg. 80Frequency once per hour
Trigger A creature adjacent to the vulture is reduced to 0 Hit Points
The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points regained to 30.
Uncommon Water Source Rage of Elements pg. 41 2.0Your companion is a water elemental, such as a
brine shark.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
wave order.
Size Small
Melee [one-action] wave,
Damage 1d8 bludgeoning
Str +2,
Dex +2,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses darkvisionSpeed 15 feet, swim 35 feet
Special Resistances fire (equal to the water elemental's level)
Support Benefit Your water elemental waterlogs a foe. The first time before the start of your next turn you hit with a Strike that deals damage to a creature within your water elemental's reach, that creature becomes
clumsy 1 until the end of your next turn.
Advanced Maneuver Drench
Drench [one-action]
Source Rage of Elements pg. 41 2.0
Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to
counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls).
Legacy Content
Uncommon Source Impossible Lands pg. 107Your companion is a water wraith, an amphibious and expressive lizard capable of changing the color of its scales as it pleases. While your companion hasn't yet matured into its full strength and intelligence, it still serves you with admirable tenacity and loyalty, not to mention its lamprey-like mouth of lacerating teeth and eight clawed, slashing feet.
Access Characters from Alkenstar have access to this companion
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses Normal
Speed 20 feet, swim 25 feet
Special The water wraith can hold its breath for about 2 hours.
Support Benefit Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is
dazzled for 1 round.
Advanced Maneuver Gulp Blood
Source Impossible Lands pg. 107Requirements The water wraith's last action was a successful jaws attack against a foe.
The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6
persistent bleed damage. If the water wraith has a specialization, the water wraith instead gains 3d8 temporary Hit Points, and the target takes 3d6 persistent bleed damage. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion.
Source Player Core pg. 210 2.0Your companion is a wolf, dog, or other canine.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses low-light vision,
scent (
imprecise, 30 feet)
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Advanced Maneuver Takedown
Source Player Core pg. 210 2.0Requirements The animal companion’s last action was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike
prone.
Uncommon Plant Wood Source Rage of Elements pg. 41 2.0Your companion is a wood elemental, such as a
moss sloth.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
leaf order.
Size Small
Melee [one-action] branch,
Damage 1d8 bludgeoning
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses darkvisionSpeed 25 feet, climb 25 feet
Support Benefit Your wood elemental entangles your foes with detachable branches and roots. Until the start of your next turn, if you hit with a Strike that deals damage to a creature in your wood elemental's reach, the creature takes a –5-foot circumstance penalty to its Speeds for 1 minute (–10 on a critical success). The creature, or a creature adjacent to it, can use an Interact action to unravel the branches and roots and remove the penalty.
Advanced Maneuver Grabbing Branches
Source Rage of Elements pg. 42 2.0
Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also
grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target
Escapes.