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.

GhostUncommonSource Book of the Dead pg. 38Your 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 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 darkvisionSpeed fly 20 feet
Special anchored incorporealitySupport 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
DivineEvocationSource Book of the Dead pg. 38Frequency 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.
UncommonSource Book of the Dead pg. 38Your 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 hoof (
agile),
Damage 1d6 bludgeoning
Str +2,
Dex +2,
Con +2,
Int -5,
Wis +0,
Cha +0
Hit Points 4
Skill none (mindless)
Senses darkvisionSpeed 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
MoveSource Book of the Dead pg. 38
The skeletal mount Strides twice, with a +10-foot circumstance bonus to its Speed.
UncommonSource Book of the Dead pg. 38Your 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 jaws,
Damage 1d8 piercing
Melee claw (
agile),
Damage 1d6 slashing
Str +2,
Dex +2,
Con +1,
Int -5,
Wis +0,
Cha +1
Hit Points 4
Skill none (mindless)
Senses darkvisionSpeed 20 feet
Special mindlessSupport 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
AuditoryEmotionFearMentalSource 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.
RareSource Book of the Dead pg. 39Your 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 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
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.
UncommonSource Book of the Dead pg. 39Your 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 fist,
Damage 1d8 piercing
Str +2,
Dex +0,
Con +4,
Int -5,
Wis +0,
Cha +0
Hit Points 10
Skill none (mindless)
Senses darkvisionSpeed 20 feet
Special mindlessSupport 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
Source Book of the Dead pg. 39Requirements 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.