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Animal Companions | Construct Companions | Eidolons | Familiar Abilities | Specific Familiars | Undead Companions


Undead Companions

Source Book of the Dead pg. 37
Undead companions are loyal, though not fully sapient, entities that follow your orders, whether as an undead animal or an undead humanoid rendered mindless or nearly so by undeath. They work like animal companions in most ways. Most undead companions are uncommon, typically only available to those with the undead master archetype or an intrinsic connection to the realm of the dead. The GM might determine a fallen animal companion can be animated as one of the following with the proper create undead ritual. Undead companions typically have slightly lower statistics than a normal animal companion to compensate for their immunities. You can have only one companion of any kind at a time.

Click here for the full rules on Undead Companions.

PFS StandardGhost

Legacy Content

Uncommon 
Source Book of the Dead pg. 38
Your companion is a ghost, bound to an item in your possession. Due to this bond, your ghost companion can move beyond the area of a single dwelling, but it's easier to disrupt than most incorporeal creatures. A ghost companion can be formed from a humanoid, animal, or other creature. The ghost isn't sapient and is unable to speak with the living.
Size Small or Medium
Melee [one-action] ghostly touch (finesse, magical), Damage 1d8 negative (doesn't apply the ghost's Strength modifier)
Str -5, Dex +3, Con +0, Int -4, Wis +1, Cha +2
Hit Points 4
Skill Stealth
Senses darkvision
Speed fly 20 feet
Special anchored incorporeality
Support Benefit Your ghost spooks and scares your foes as you attack them. Until the start of your next turn, if you hit and deal damage to a creature in your ghost's reach, the creature becomes frightened 1.
Advanced Maneuver Telekinetic Assault

Telekinetic Assault [two-actions]

Divine Evocation 
Source Book of the Dead pg. 38
Frequency once per hour
Your ghost unleashes a flurry of emotions, causing small objects and debris to fly about in a 20-foot emanation, dealing 1d6 bludgeoning damage for every 2 levels the ghost has (basic Reflex save). This uses a trained DC using the ghost's Charisma modifier or an expert DC if the ghost is specialized.

PFS LimitedSkeletal Bird of Prey

This Animal Companion may contain spoilers from the Blood Lords Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #181: Zombie Feast pg. 77
Your companion is the skeleton of a bird of prey like a falcon or an 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 -5, Wis +0, Cha +0
Hit Points 4
Skill none (mindless)
Senses darkvision
Speed 10 feet, fly 50 feet
Special mindless
Support Benefit The bird flaps around and throws your foe off balance. Until the start of your next turn, when you damage a creature in the bird's reach with a Strike, that creature becomes clumsy 1 until the end of your next turn.
Advanced Maneuver Unnerving Screech

Unnerving Screech [one-action]

Auditory 
Source Pathfinder #181: Zombie Feast pg. 77
Your skeletal bird of prey makes an earsplitting, unnatural screech, deafening and startling an enemy within 30 feet. The target must attempt a Fortitude save. The target is then temporarily immune for 1 hour. The frightened condition is a mental, emotion, and fear effect, but the creature can still be deafened if it's immune to these.

Critical Success The target is unaffected.
Success The target is deafened for 1 round and frightened 1.
Failure The target is deafened for 1 minute and frightened 1.
Critical Failure The target is deafened for 10 minutes and frightened 2.

PFS LimitedSkeletal Constrictor

This Animal Companion may contain spoilers from the Blood Lords Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #181: Zombie Feast pg. 77
Your companion is the skeleton of a constrictor snake such as a boa or python. Red lights burn deep in its eye sockets.
Size Small
Melee [one-action] jaws (finesse), Damage 1d8 piercing
Str +2, Dex +2, Con +1, Int -5, Wis +1, Cha +0
Hit Points 4
Skill none (mindless)
Senses darkvision
Speed 20 feet, climb 20 feet, swim 20 feet
Special mindless
Support Benefit Your snake sways, captivating an enemy. Choose one creature within 20 feet of the constrictor that can see it. Until the start of your next turn, your Strikes that deal damage to the chosen creature make the target flat-footed until the end of your next turn.
Advanced Maneuver Bony Constriction

Body Constriction [one-action]

Source Pathfinder #181: Zombie Feast pg. 77
Requirements The constrictor has a creature grabbed.
The skeletal constrictor deals 12 piercing damage to the grabbed creature with its sharp ribs; the creature must attempt a basic Fortitude save. If the constrictor is a specialized companion, increase this damage to 20. This uses a trained DC using the constrictor's Constitution modifier, or an expert DC if the constrictor is specialized.

PFS StandardSkeletal Mount

Legacy Content

Uncommon 
Source Book of the Dead pg. 38
Your companion is a skeletal horse, drake, elk, or other animal suitable for riding. Skeletal mounts can be collapsed, gathered into piles of bone, and packed away for storage.
Size Large
Melee [one-action] hoof (agile), Damage 1d6 bludgeoning
Str +2, Dex +2, Con +2, Int -5, Wis +0, Cha +0
Hit Points 4
Skill none (mindless)
Senses darkvision
Speed 35 feet
Special mindless, mount
Support Benefit Your skeletal mount strikes fear when it charges. Until the start of your next turn, if you are riding your skeletal mount and move at least 10 feet on the action before your attack, any creature damaged by the attack becomes frightened 1, or frightened 2 if the attack was a critical hit. This is an emotion, fear, and mental effect.
Advanced Maneuver Gallop

Gallop [two-actions]

Move 
Source Book of the Dead pg. 38
The skeletal mount Strides twice, with a +10-foot circumstance bonus to its Speed.

PFS StandardSkeletal Servant

Legacy Content

Uncommon 
Source Book of the Dead pg. 38
Your companion is a humanoid skeleton, mindless but capable of assisting in rudimentary chores. Like the skeletal mount, it can be collapsed for easy storage.
Size Small or Medium
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] claw (agile), Damage 1d6 slashing
Str +2, Dex +2, Con +1, Int -5, Wis +0, Cha +1
Hit Points 4
Skill none (mindless)
Senses darkvision
Speed 20 feet
Special mindless
Support Benefit Your skeletal servant jabs bones into your enemies to distract them while you attack. Until the start of your next turn, when a Strike you make hits and deals damage to a creature within your skeletal servant's reach, that target becomes flat-footed until the end of your next turn.
Advanced Maneuver Screaming Skull

Screaming Skull [two-actions]

Auditory Emotion Fear Mental 
Source Book of the Dead pg. 38
The skeleton removes its skull and throws it, making a jaws Strike with a range of 20 feet. Regardless of whether it hits, the target and all enemies within 10 feet must attempt a Will save or be frightened 1, or frightened 2 on a critical failure. This uses a trained DC using the skeleton's Charisma modifier or an expert DC if the skeleton is specialized. At the start of the skeleton's next turn, the head bounces, rolls, or flies back to reattach. The skeleton is blind while its head is away.

PFS LimitedUndead Hand

This Animal Companion may contain spoilers from the Blood Lords Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #181: Zombie Feast pg. 77
Your companion is a large skeletal or fleshy humanoid hand, similar to a giant crawling hand.
Size Small
Melee [one-action] claw (agile, finesse), Damage 1d6 slashing
Str +2, Dex +2, Con +1, Int -5, Wis +1, Cha +0
Hit Points 4
Skill none (mindless)
Senses darkvision
Speed 20 feet, climb 20 feet
Special mindless
Support Benefit The hand viciously batters the foes you attack. Until the start of your next turn, each time you hit a creature in the hand's reach with a Strike, the creature takes 1d6 bludgeoning damage from the hand. If your hand is nimble or savage, the bludgeoning damage increases to 2d6.
Advanced Maneuver Grip Throat

Grip Throat [one-action]

Source Pathfinder #181: Zombie Feast pg. 78
The hand attempts to Grapple a Medium or smaller creature by the throat. If the Grapple succeeds, in addition to the normal effects, the creature has difficulty speaking. While it remains grabbed or restrained by the hand, it must spend an extra action to perform any action that has the verbal trait.

PFS StandardVampiric Animal

Legacy Content

Rare 
Source Book of the Dead pg. 39
Your companion is a wolf, weasel, fox, or other predator with fangs and the blood thirst of a vampire. They often serve vampires who willingly shared their blood to bind the animal to their vampiric whims.
Size Small or Medium
Melee [one-action] jaws (finesse), Damage 1d8 piercing
Str +2, Dex +2, Con +1, Int -4, Wis +1, Cha +0
Hit Points 4
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet
Special Vampiric animal companions are particularly attuned to the scent of blood. If a creature has persistent bleed damage, your vampiric animal companion can smell the creature if it's within 120 feet rather than 30 feet.
Support Benefit When your vampiric animal senses blood it tears into your enemies. Until the start of your next turn, your Strikes that damage a creature in your vampiric animal's reach also deal 1d6 persistent bleed damage. If your vampiric animal is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Blood Feast

Blood Feast [two-actions]

Source Book of the Dead pg. 39
Your vampiric animal companion attacks a bleeding foe and drinks its blood. Your companion attempts a Strike against a creature currently taking persistent bleed damage. The Strike deals 2d8 additional damage. If the Strike hits and deals damage, your vampiric animal companion gains temporary Hit Points equal to half your level that last for up to 1 minute.

PFS StandardZombie

Legacy Content

Uncommon 
Source Book of the Dead pg. 39
Your companion is a mindless zombie created from a soulless dead body, be it animal or humanoid. The stats below list a fist Strike, but this can be replaced by a claw or similar option better suited to the creature's form.
Size Small or Medium
Melee [one-action] fist, Damage 1d8 piercing
Str +2, Dex +0, Con +4, Int -5, Wis +0, Cha +0
Hit Points 10
Skill none (mindless)
Senses darkvision
Speed 20 feet
Special mindless
Support Benefit The zombie emits an aura of rot, causing wounds to fester. Until the start of your next turn, each time you hit a creature that's within 10 feet of the zombie and you deal damage, the creature takes an additional 1d6 damage as the wound festers. If your zombie is nimble or savage, the damage increases to 2d6. This is a disease and necromancy effect.
Advanced Maneuver Take a Taste

Take a Taste [one-action]

Source Book of the Dead pg. 39
Requirements The zombie has a creature grabbed or restrained.
The zombie tries to grasp and bite a creature. The zombie makes a jaws Strike against the creature. This Strike uses the same statistics as its normal melee Strike, except its damage die is 1d10 and it deals piercing damage.

PFS LimitedZombie Carrion Bird

This Animal Companion may contain spoilers from the Blood Lords Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #181: Zombie Feast pg. 78
Your companion is the zombified corpse of a large scavenging bird, such as a vulture or a raven, that subsists upon meat.
Size Small
Melee [one-action] jaws, Damage 1d8 piercing
Str +2, Dex +1, Con +3, Int -5, Wis +0, Cha +0
Hit Points 6
Skill none (mindless)
Senses darkvision
Speed 10 feet, fly 30 feet
Special mindless
Support Benefit The zombie emits an aura of rot, causing wounds to fester. Until the start of your next turn, each time you hit and deal damage to a creature that's within 10 feet of the zombie carrion bird, the creature takes an additional 1d6 damage as the wound festers. If your carrion bird is nimble or savage, the damage increases to 2d6. This is a disease and necromancy effect.
Advanced Maneuver Pick at the Meat

Pick at the Meat [one-action]

Source Pathfinder #181: Zombie Feast pg. 78
Requirements The animal companion's last action was a successful jaws Strike.
Your bird picks at the wound it just created. The target of its jaws Strike takes 1d8 bleed damage, or 2d8 bleed damage if the bird is specialized.

PFS LimitedZombie Mount

This Animal Companion may contain spoilers from the Blood Lords Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #181: Zombie Feast pg. 78
Your companion is the rotting, reanimated corpse of a horse, camel, or similar riding animal.
Size Large
Melee [one-action] hoof, Damage 1d8 bludgeoning
Str +2, Dex +1, Con +3, Int -5, Wis +0, Cha +0
Hit Points 8
Skill none (mindless)
Senses darkvision
Speed 30 feet
Special mindless
Support Benefit Your zombie mount chews on your enemies. Until the start of your next turn, each time you Strike while riding the zombie mount and hit a creature in the zombie mount's reach, the creature takes 1d4 bludgeoning damage from the zombie mount. If your zombie mount is nimble or savage, the bludgeoning damage increases to 2d4. This benefit is based on a zombie horse or camel, but might deal piercing damage if your mount has sharp teeth.
Advanced Maneuver Disgusting Gallop

Disgusting Gallop [two-actions]

Disease Move 
Source Pathfinder #181: Zombie Feast pg. 78
The zombie mount Strides twice, spraying putrid spittle as it runs. Once during this movement, choose a creature adjacent to the zombie mount. The spittle splashes on it, and the creature must succeed at a Fortitude save or be sickened 1. The creature is then temporarily immune to the spittle for 24 hours. This uses a trained DC using the zombie mount's Constitution modifier, or an expert DC if the mount is specialized.