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Archives of Nethys

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


Specific Familiars

Source Advanced Player's Guide pg. 147 2.0
Most familiars are Tiny animals, though a few are unusual, such as a leaf druid's leshy familiar. Some familiars, however, are more powerful creatures with unique abilities.

Any character can gain a specific familiar so long as they already have a familiar with at least the required number of abilities listed in the specific familiar's stat block. Such a familiar usually replaces an existing familiar, though in some circumstances (such as for a witch) the familiar may evolve or reveal its true form. In any case, this transition from a normal familiar to a specific familiar requires no downtime and has no cost. Once you've selected a specific familiar, you can't change it without losing your familiar—this uses the same rules as if your familiar had died.

A specific familiar has several traits and abilities, as listed in their stat block. The Granted Abilities entry lists normal familiar and master abilities that familiar has. The familiar also gains unique abilities listed below the Granted Abilities entry. Much like a familiar that naturally has a familiar ability (such as an owl with a fly Speed), you can never swap out any of these granted or unique abilities. If your familiar gains more abilities than are necessary for that specific familiar, you can use the remaining abilities to select familiar and master abilities as normal.

Statistics and abilities not listed in a specific familiar's stat block (such as modifiers, AC, Hit Points, and so forth) use the normal familiar rules. These stat blocks otherwise use the format from the Bestiary.

PFS StandardAeon Wyrd

Construct
Source PFS Guide pg. 122
Required Number of Abilities 3
Granted Abilities aeon stone reservoir, can't walk, constructed, crystalline, flier

An aeon wyrd is a floating swarm of gemstones surrounding a larger stone. It grants the power of its internal aeon stone to its master.

Aeon Stone Reservoir

Source PFS Guide pg. 122
Your aeon wyrd can hold any aeon stone as a powerfully resonant nucleus that holds it together. You gain the aeon stone's benefits without needing to use one of your investiture slots for the day, and you also gain the aeon stone's resonant power, without interfering with any wayfinder you invest.

Can't Walk

Source PFS Guide pg. 122
Your aeon wyrd has no land Speed.

Constructed

Source PFS Guide pg. 122
Your aeon wyrd is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.

Crystalline

Source PFS Guide pg. 122
Your aeon wyrd's crystalline structure makes it vulnerable to sonic attacks. It gains weakness to sonic damage equal to your level.

PFS StandardCalligraphy Wyrm

Beast
Source PFS Guide pg. 122
PFS Note The saving throw for the calligraphy wyrm’s Ink Spray ability should have a DC equal to the master’s spell DC or class DC, whichever is higher.

Required Number of Abilities 6
Granted Abilities darkvision, flier, ink spray, manual dexterity, scent, skilled (arcana, society), speech, stylus claws

Calligraphy wyrms are curious dragons constantly in search of new lore and writing. They make natural allies for Pathfinders. While knowledgeable, calligraphy wyrms can also be know-it-alls. Their chirpy, high-pitched voices make this attitude humorous to some and insufferable to others.

Ink Spray

ArcaneEvocation
Source PFS Guide pg. 122
Frequency once per 10 minutes; Effect The wyrm splatters ink in a 10-foot cone. Each creature in the area must succeed at a Reflex save or become covered in ink. Ink spray has the effects of glitterdust except the creature isn't dazzled, and it can remove its blindness by spending a single action, which has the manipulate trait, to wipe off the ink from their face.

Stylus Claws

Source PFS Guide pg. 122
Your calligraphy wyrm has stylus-shaped claws that it can fill with its natural ink, using its claw as a pen without having to purchase ink.

PFS StandardClockwork Familiar

UncommonClockworkConstruct
Source Grand Bazaar pg. 23
Required Number of Abilities 3
Granted Abilities clockwork, constructed, darkvision, electricity vulnerability, steam screen, toggle standby mode

A clockwork creature is typically composed entirely of turning gears and small bronze steam pipes. It can take the form of any Tiny animal, such as a small mammal, reptile, or bird. Its eyes are cut from glittering glass, with many facets within to help it process what it sees. Any teeth, beak, and tongue are rendered out of iron. When it moves, its joints emit little croaks and whistles, and it occasionally emits electrical sparks if perturbed. Clockwork creatures who live near the sea, or are otherwise exposed to water often, might squeeze lemons and use the juice to wash themselves. They can also blow steam out of the pipes on their bodies to intimidate an enemy or put up a smokescreen. Your clockwork familiar is a specific familiar. Specific familiars (Advanced Player’s Guide 147) are familiars with unique abilities. In order for you to choose a specific familiar, your familiar must be capable of having the template’s required number of familiar abilities. A specific familiar gains the listed traits and several abilities, including abilities it can gain only as a specific familiar. Much like a familiar that naturally has a familiar ability, you can never swap out any of these granted or unique abilities. Once you’ve selected a specific familiar, you can’t change it without losing your familiar—this uses the same rules as if your familiar had died. If your familiar gains more abilities than necessary to become a specific familiar, you can spend the remaining abilities normally. If your clockwork familiar is destroyed, it can be brought back to life through any conventional means that would bring back a living familiar, such as through resurrection magic.

Clockwork

Source Grand Bazaar pg. 23
You need to keep your clockwork familiar wound, but the process isn't particularly onerous or time consuming. If you spend 1 minute winding up your clockwork familiar with a unique key only you can use, it can remain active for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.

Enemies can attempt to disable the clockwork familiar, with a standard DC for your level to Disable a Device, to reduce the remaining operational time by 1 hour (or 2 hours on a critical success). Certain other abilities that adversely affect technology might also reduce the clockwork familiar's remaining operational time.

Some abilities, like Steam Screen, require your clockwork familiar to spend some of its remaining operational time. It can't spend more than it has and shuts down immediately once it has no time remaining.

You can wind your clockwork familiar for 1 minute at any time to return it to the maximum 24 hours of operational time.

Constructed

Source Grand Bazaar pg. 23
Your clockwork familiar is made of metal rather than flesh and bone, although it is still delicate enough in certain places to be vulnerable to violence in the same manner as a living creature. It is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 Hit Points.

Electricity Vulnerability

Source Grand Bazaar pg. 23
The metal components of a clockwork familiar conduct electricity and are easily disrupted by an electric current. It gains weakness to electricity damage equal to your level.

Steam Screen

Source Grand Bazaar pg. 23
Frequency once per minute; Effect Your clockwork familiar blows a billowing plume of steam into its square around itself. It gains a +1 circumstance bonus to its Intimidation checks, and any creature in the familiar's square has concealment, though creatures in the square can't use this concealment to Hide or Sneak. The steam and its effects remain for 1 round. To use this ability, your clockwork familiar must spend 1 hour of operational time.

Toggle Standby Mode

Source Grand Bazaar pg. 23
Your clockwork familiar enters standby mode. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a –2 penalty to Perception). It can't act, with one exception: when you Command it to exit standby mode, it does so, by using this action again.

PFS StandardCrawling Hand

Undead
Source Book of the Dead pg. 40
Required Number of Abilities 5
Granted Abilities lend a hand, manual dexterity, spell delivery, undead, valet

Crawling hands make grisly but striking familiars, popular among necromancers with an eye for aesthetics. They also tend to be convenient, due to many available spare parts. Crawling hands can be skeletal or fleshy, like a zombie.

Lend a Hand

Source Book of the Dead pg. 40
The crawling hand assists an ally in the same space to attack a foe, crawling over the enemy and grabbing to distract them. Despite being a minion, it gains 1 reaction at the start of its turns, which it can use only to Aid an attack roll by an ally that shares the hand's space (it still has to prepare to help as normal for the Aid reaction). This attempt automatically succeeds. If the crawling hand has a similar ability, like partner in crime, it still gains only 1 reaction and can choose how to spend it.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

PFS StandardDweomercat Cub

Beast
Source PFS Guide pg. 122
Required Number of Abilities 4
Granted Abilities alter dweomer, darkvision, detect magic, scent, speech

Pathfinder agent Arianrhod Thriceborn, an adherent of the Eldest Magdh, raised a litter of these intelligent mystical felines from the First World. Dweomercat cubs are curious and love exploring ley lines and traveling the world. At only 1 foot tall and weighing 15 pounds, dweomercat cubs are smaller than their egos and curiosity imply.

Alter Dweomer

AbjurationArcane
Source PFS Guide pg. 122
Frequency once per 10 minutes; Requirements The dweomercat cub was targeted by a spell or was within the area of a spell as it was cast since its last turn; Effect The dweomercat cub gains an effect related to the school of the triggering spell. Other than the damage, the effect lasts for 1d4 rounds or until the dweomercat cub Dismisses the effect, whichever comes first.
  • Abjuration The cub gains a +1 status bonus to AC.
  • Conjuration A cloud of fog appears in a 5-foot burst centered on a corner of the cub's space. Anything in the cloud is concealed.
  • Divination The cub gains a +1 status bonus to skill checks.
  • Enchantment The cub gains a +1 status bonus to saves.
  • Evocation Magical feedback deals 1d6 force damage for every 2 levels you have to the triggering spellcaster (basic Reflex save using your class DC or spell DC, whichever is higher).
  • Illusion The cub becomes invisible. This effect ends if the cub uses a hostile action, in addition to the normal end conditions.
  • Necromancy The cub gains temporary HP equal to your level.
  • Transmutation The cub gains a +1 status bonus to attack rolls.

Detect Magic

Source PFS Guide pg. 123
Your dweomercat cub can cast 1st-level detect magic as an arcane innate spell.

PFS StandardElemental Wisp

Elemental
Source Grand Bazaar pg. 35
Required Number of Abilities 3
Granted Abilities accompanist, elemental, resonance, speech

Wisps are tiny elemental beings that often act as familiars to spellcasters attuned to the elements. They each usually have different personalities: air wisps are playful and capricious, earth wisps are timid but loyal, fire wisps are carefree and boisterous, and water wisps are gentle and nurturing.

Elemental

Source Grand Bazaar pg. 35
Choose air, earth, fire, or water. Your wisp is a wisp of that element and gains that trait. Your wisp gains a familiar ability depending on its element. Air wisps gain flight, earth wisps gain burrower, fire wisps gain greater resistance (fire), and water wisps gain amphibious.

Resonance

Aura
Source Grand Bazaar pg. 35
30 feet. Your wisp vibrates at a frequency attuned to their element, resonating with and empowering all effects sharing that trait. Creatures in the area gain a +1 status bonus to damage rolls for effects with the same elemental trait as your wisp (air, earth, fire, or water).

PFS StandardFaerie Dragon

Dragon
Source Advanced Player's Guide pg. 147 2.0
Required Number of Abilities 6
Granted Abilities amphibious, breath weapon, darkvision, flier, manual dexterity, speech, touch telepathy

These tiny, mischievous dragons make natural allies for benevolent or capricious characters.

Breath Weapon

ArcaneEvocationPoison
Source Advanced Player's Guide pg. 147 2.0
Frequency once per hour; Effect The faerie dragon breathes euphoric gas in a 10-foot cone. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. A creature that fails its save is stupefied 2 and slowed 1 for 1d4 rounds; on a critical failure, the duration is 1 minute.

PFS StandardImp

LEDevilFiend
Source Advanced Player's Guide pg. 147 2.0
Alignment An imp must be lawful evil.
Required Number of Abilities 8
Granted Abilities darkvision, flier, imp invisibility, infernal temptation, manual dexterity, resistance (fire and poison), skilled (deception), speech, touch telepathy

Imp familiars pretend to be subservient in order to trick their masters into losing their souls to Hell.

Imp Invisibility

Source Advanced Player's Guide pg. 147 2.0
Once per hour, your imp familiar can cast 2nd-level invisibility on itself as a divine innate spell.

Infernal Temptation

ConcentrateDivineEnchantmentEvilFortune
Source Advanced Player's Guide pg. 147 2.0
Frequency once per day; Effect The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.

PFS StandardNosoi

NMonitorPsychopomp
Source Grand Bazaar pg. 35
Required Number of Abilities 5
Granted Abilities darkvision, flier, haunting melody, manual dexterity, nosoi resistance, speech

A nosoi's physical appearance is that of a bird—usually a crow, sparrow, or whippoorwill—though it wears a funerary mask that accentuates its beak. Nosois measure about 1 foot in length but are unusually heavy, weighing between 10 and 15 pounds.

Haunting Melody

AuditoryConcentrateDivineEnchantmentIncapacitationMental
Source Grand Bazaar pg. 35
Frequency once per hour; Effect The nosoi croons an entrancing song. Each living or undead creature within a 60-foot emanation must attempt a Will save against your class DC or spell DC, whichever is higher, or be fascinated for 1 round. A nosoi can use a 2-action activity, which has the auditory, concentrate, divine, enchantment, and mental traits, to force affected creatures to attempt another Will save; on a failure, they are fascinated for an additional round. A creature that succeeds at any save or has its fascination broken is temporarily immune for 24 hours. Despite being a mental effect, this ability affects mindless undead. Psychopomps are immune to this ability.

Nosoi Resistance

Source Grand Bazaar pg. 35
A nosoi has resistance to negative and poison damage equal to half your level.

PFS StandardOld Friend

IncorporealSpiritUndead
Source Book of the Dead pg. 40
Required Number of Abilities 4
Granted Abilities anchored incorporeality, flier, invisibility, undead

Sometimes, the spirit of a cherished pet returns from the Boneyard to continue aiding its beloved owner. These tiny animal ghosts tend to be bound to anchors such as favorite toys, collars, or carved representations of who they were in life. An old friend is less likely to be evil than other undead familiars, as is its master.

Anchored Incorporeality

Source Book of the Dead pg. 40
While most ghosts are bound to the site where they died or were buried, some instead find themselves bound to specific items, such as a particular piece of jewelry, article of clothing, pet's collar, or a stone from a building in which it dwelled. These items, known as anchors, were important to the ghost in life, or critical to the events of their death and haunting.

A creature with anchored incorporeality has the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures and corporeal creatures can't attempt such checks against it. Though incorporeal, a creature with anchored incorporeality can travel no more than 60 feet from its anchor and must maintain line of effect to the anchor. This typically prevents it from moving through walls. Unlike many other incorporeal creatures, a creature with anchored incorporeality doesn't have resistance to all damage or immunity to precision damage.

A character with an animal companion or familiar that has anchored incorporeality can transfer the anchor to a new item with a special ritual. This requires spending 1 week in concert with the companion to create a new anchor. A character who knows this technique might be able to adapt it to transfer a ghost's Site Bound ability (or similar restriction) to tie it to an anchor instead of a place.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

Invisibility

Source Book of the Dead pg. 40
Once per hour, your familiar can cast 2nd-level invisibility on itself as a divine innate spell.

PFS StandardPipefox

Beast
Source Grand Bazaar pg. 35
Required Number of Abilities 5
Granted Abilities climber, darkvision, divinatory linguist, second opinion, skilled (two skills of your choice), speech

A pipefox is a tiny magical fox with a thin, limbless body that is about a foot long. Pipefoxes are secretive, shy, evasive, and they love to acquire knowledge, using innate divination magic to learn facts and languages over time. They can bond with a person sharing their scholarly pursuits after a long period of observation and careful social interactions.

Divinatory Linguist

Source Grand Bazaar pg. 35
Thanks to its innate tendency for divinations, your pipefox speaks and understands all languages you know (instead of just one) as well as one common language you don't know.

PFS LimitedPolong

IncorporealUndead
Source Book of the Dead pg. 40
Required Number of Abilities 8
Granted Abilities anchored incorporeality, flier, lifelink, polong possession, skilled (society) , speech, spellcasting, undead

Polongs are wicked, invisible spirits created from the blood of murder victims, bound to glass bottles, and fed with the blood of their master. They're often used to possess and sicken their master's enemies. Polongs can't be found or acquired, only created, a process that can take up to two weeks. If a polong's bottle is ever destroyed, or if its master fails to provide its daily feeding of blood, the polong withers and dies.

Anchored Incorporeality

Source Book of the Dead pg. 40
Anchor must be a bottle.

While most ghosts are bound to the site where they died or were buried, some instead find themselves bound to specific items, such as a particular piece of jewelry, article of clothing, pet's collar, or a stone from a building in which it dwelled. These items, known as anchors, were important to the ghost in life, or critical to the events of their death and haunting.

A creature with anchored incorporeality has the incorporeal trait, meaning it can move through physical creatures and such creatures can move through it. It can't attempt Strength-based checks (such as Grapple) against corporeal creatures and corporeal creatures can't attempt such checks against it. Though incorporeal, a creature with anchored incorporeality can travel no more than 60 feet from its anchor and must maintain line of effect to the anchor. This typically prevents it from moving through walls. Unlike many other incorporeal creatures, a creature with anchored incorporeality doesn't have resistance to all damage or immunity to precision damage.

A character with an animal companion or familiar that has anchored incorporeality can transfer the anchor to a new item with a special ritual. This requires spending 1 week in concert with the companion to create a new anchor. A character who knows this technique might be able to adapt it to transfer a ghost's Site Bound ability (or similar restriction) to tie it to an anchor instead of a place.

Polong Possession

IncapacitationMentalNecromancyOccultPossession
Source Book of the Dead pg. 40
The polong attempts to possess an adjacent corporeal creature. The creature must attempt a Will save against your class DC or spell DC, whichever is higher. On a failure, the polong merges into the creature's body for 1 minute (24 hours on a critical failure). The polong can observe through the creature's senses but is unable to control the creature. The possessed creature is drained 1 while the possession lasts. While possessing a creature, a polong can ignore the distance and line of effect limitation from its anchored incorporeality ability; when the possession ends, it immediately returns to the bottle if it's beyond range.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

PFS StandardPoppet

Construct
Source PFS Guide pg. 123
Required Number of Abilities 1
Granted Abilities constructed, flammable

Endlessly modifiable, poppet familiars made of wicker and wood are among the most basic construct familiars available to Pathfinder agents across the globe.

Constructed

Source PFS Guide pg. 123
Your poppet is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. It can recover Hit Points only via the Repair action and other methods that fix items, not from any form of Hit Point healing. It's destroyed at 0 HP.

Flammable

Source PFS Guide pg. 123
Your poppet's components make it particularly vulnerable to fire. It gains weakness to fire equal to your level. You can spend an additional familiar ability, either permanently or on a per-day basis, to reinforce the poppet's construction, removing this weakness.

PFS StandardShadow Familiar

UncommonShadow
Source Secrets of Magic pg. 229
Access you're a shadowcaster
Required Number of Abilities 7
Granted Abilities become shadow, darkvision, manual dexterity, master's form, resistance (cold and negative), shadow step, slink in shadows, steal shadow

Some spellcasters and ritualists don't just summon and bind a familiar, but instead transform their own shadow into a familiar. These casters can be identified by their lack of a shadow regardless of the level of light in the area and by the strange muted appearance of any article of clothing or jewelry they wear. Occasionally mistaken for vampires or other undead by the cautious or superstitious, these spellcasters nonetheless find the trade worth it in exchange for the unique abilities their shadow familiar can possess.

Shadow familiars are a type of specific familiar. While all shadowcasters have access to these familiars, there are other paths to learn the proper magic to obtain a shadow familiar.

Become Shadow

ShadowTransmutation
Source Secrets of Magic pg. 229
The shadow familiar transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can't use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it Squeezes. It can use this action again to return to its normal form.

This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

Slink In Shadows

Source Secrets of Magic pg. 229
The shadow familiar can Hide or end its Sneak in a creature's or object's shadow.

Steal Shadow

Necromancy
Source Secrets of Magic pg. 229
Frequency once per 10 minutes; Effect The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the Strike is successful, the target is enfeebled 1 and its shadow disappears. After 24 hours, the enfeebled condition ends, and they regain their shadow once more. Any effect that reduces or removes the enfeebled condition restores their shadow as well.

This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

PFS StandardSpellslime

Ooze
Source Advanced Player's Guide pg. 147 2.0
Required Number of Abilities 4
Granted Abilities climber, darkvision, magic scent, ooze defense, slime rejuvenation, tough

These friendly, colorful oozes congeal from the essences left over from casting spells. They are extremely loyal to their masters. You can select a spellslime familiar only if you can cast spells using spell slots.

Magic Scent

Source Advanced Player's Guide pg. 147 2.0
Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own.

Ooze Defense

Source Advanced Player's Guide pg. 147 2.0
Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours).

Slime Rejuvenation

Source Advanced Player's Guide pg. 147 2.0
Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.

PFS StandardTalking Head

Undead
Source Book of the Dead pg. 40
Required Number of Abilities 3
Granted Abilities cantrip connection, heads will roll, skilled (your choice of arcana, occultism, or one kind of lore), speech, undead

Similar to beheaded, these disembodied, reanimated heads (with or without skin) retain some of their arcane wisdom, making for invaluable study partners. However, they also tend to be mouthy, opinionated, or downright obnoxious with their constant chattering, leading some annoyed masters to sew their mouths shut in punishment.

Undead

Source Book of the Dead pg. 40
Your familiar is undead. It has negative healing and is immune to death effects, disease, poison, and unconscious. It's destroyed at 0 HP.

Heads Will Roll

Source Book of the Dead pg. 40
Unless its master gives the talking head the flier ability, a talking head is able to move only by rolling along the ground, reducing its speed to 15 feet. Alternatively, a creature can, as a single action, kick or throw the head 30 feet. This can't be used as an attack; the head bounces harmlessly off anything it hits.