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


Main List | Advanced Options | Animal Specializations | Unique Companions


Animal Companions

Source Core Rulebook pg. 214 2.0
Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.

The species of animal you choose is called your companion’s type. Each companion type has its own statistics. The Size entry indicates your companion’s starting size as a young animal companion. Following the size entry are the companion’s unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion’s ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion’s special senses. The Speed entry gives your companion’s Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special benefit you gain by Commanding the Animal to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion.

Support Single Action

Source Core Rulebook pg. 215 2.0
Requirements The creature is an animal companion.
Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.

Click here for the full rules on Animal Companions.

PFS StandardApe

Source Advanced Player's Guide pg. 144
Your companion is an ape or other primate.
Size Small
Melee Single ActionSingle 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 vision
Speed 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 Frightning Display

Frightening Display Single Action

Source Advanced Player's Guide pg. 144
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 flat-footed to your ape.

PFS StandardArboreal Sapling

Uncommon
Source Advanced Player's Guide pg. 144
Your 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 Single ActionSingle 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 vision
Speed 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

Throw Rock Single Action

Source Advanced Player's Guide pg. 144
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.

PFS StandardBadger

Source Core Rulebook pg. 215 2.0
Your companion is a badger, wolverine, or other big mustelid.
Size Small
Melee Single ActionSingle Action jaws, Damage 1d8 piercing
Melee Single ActionSingle 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

Badger Rage Single Action

ConcentrateEmotionMental
Source Core Rulebook pg. 215 2.0
Requirements 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 unless they also have the rage trait. The animal companion can Seek even while raging.
After it has stopped raging, it can’t use Badger Rage again for 1 minute.

PFS StandardBat

Source Advanced Player's Guide pg. 144
Your companion is a particularly large bat, such as a giant bat.
Size Small
Melee Single ActionSingle Action jaws (finesse), Damage 1d6 piercing
Melee Single ActionSingle 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 vision
Speed 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

Wing Thrash Two Actions

Source Advanced Player's Guide pg. 144
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.

PFS StandardBear

Source Core Rulebook pg. 215 2.0
Your companion is a black, grizzly, polar, or other type of bear.
Size Small
Melee Single ActionSingle Action jaws, Damage 1d8 piercing
Melee Single ActionSingle 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

Bear Hug Single Action

Source Core Rulebook pg. 215 2.0
Requirements 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.

Beetle

Source Grand Bazaar pg. 54
Your animal companion is a large, flightless stag beetle.
Size Medium or Large
Melee Single ActionSingle Action mandible, Damage 1d8 piercing
Melee Single ActionSingle 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 vision
Speed 35 feet
Special mount
Support 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.

PFS StandardBird

Source Core Rulebook pg. 215 2.0
Your companion is a bird of prey, such as an eagle, hawk, or owl.
Size Small
Melee Single ActionSingle Action jaws (finesse), Damage 1d6 piercing
Melee Single ActionSingle 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 vision
Speed 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

Flyby Attack Two Actions

Source Core Rulebook pg. 215 2.0
The bird Flies and makes a talon Strike at any point along the way.

PFS StandardBoar

Source Advanced Player's Guide pg. 144
Your companion is a boar or pig.
Size Small
Melee Single ActionSingle 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

Boar Charge Two Actions

Source Advanced Player's Guide pg. 144
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.

PFS LimitedCamel

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Your companion is a camel or llama
Size Medium or Large
Melee Single ActionSingle 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

Sand Stride Two Actions

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.

Capybara

Source Grand Bazaar pg. 54
Your animal companion is a capybara, a giant rodent common in the forests of Arcadia.
Size Small
Melee Single ActionSingle Action head (agile), Damage 1d6 bludgeoning
Str +2, Dex +3, Con +3, 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

Distracting Spray Two Actions

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.

PFS StandardCat

Source Core Rulebook pg. 215 2.0
Your companion is a big cat, such as a leopard or tiger.
Size Small
Melee Single ActionSingle Action jaws (finesse), Damage 1d6 piercing
Melee Single ActionSingle 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 flat-footed 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 flat-footed until the end of your next turn.
Advanced Maneuver Cat Pounce

Cat Pounce Single Action

Flourish
Source Core Rulebook pg. 215 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.

PFS LimitedCave Gecko

This Animal Companion may contain spoilers from the Extinction Curse Adventure Path

Uncommon
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Your companion is a sticky-footed lizard like a gecko or anole.
Size Small
Melee Single ActionSingle 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

Tongue Pull Single Action

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.

PFS LimitedCave Pterosaur

This Animal Companion may contain spoilers from the Extinction Curse Adventure Path

Uncommon
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
Your 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 Single ActionSingle Action beak (finesse), Damage 1d6 piercing
Melee Single ActionSingle Action talon (agile, finesse), Damage 1d4 slashing
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 4
Skill Thievery
Senses darkvision
Speed 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

Pterosaur Swoop Two Actions

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.

PFS StandardCrocodile

Source Advanced Player's Guide pg. 145
Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman.
Size Small
Melee Single ActionSingle Action jaws, Damage 1d8 piercing
Melee Single ActionSingle 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 vision
Speed 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

Death Roll Single Action

Source Advanced Player's Guide pg. 145
Requirements 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.

PFS StandardDromaeosaur

Source Core Rulebook pg. 216 2.0
Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.
Size Small
Melee Single ActionSingle Action jaws (finesse), Damage 1d8 piercing
Melee Single ActionSingle 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

Darting Attack Single Action

Flourish
Source Core Rulebook pg. 216 2.0
The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.

PFS StandardHorse

Source Core Rulebook pg. 216 2.0
Your companion is a horse, pony, or similar equine.
Size Medium or Large
Melee Single ActionSingle 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 Your horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of 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 Core Rulebook pg. 216 2.0
The horse Strides twice at a +10-foot circumstance bonus to Speed.

PFS LimitedHyena

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Your companion is a hyena
Size Small
Melee Single ActionSingle 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 Single Action

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Requirements 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.

Legchair

Source Grand Bazaar pg. 72
Your companion is a strange creature, akin to a chair with bestial legs.
Size Medium or Large
Melee Single ActionSingle 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 mount
Support 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

Careful Withdraw Two Actions

Source Grand Bazaar pg. 72
The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.

PFS LimitedMonitor Lizard

This Animal Companion may contain spoilers from the Extinction Curse Adventure Path

Uncommon
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Your companion is a stocky-limbed lizard with a long, almost serpentine body.
Size Medium
Melee Single ActionSingle 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 mount
Support 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

Lurching Rush Two Actions

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.

Moth

Source Grand Bazaar pg. 54
Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin.
Size Small
Melee Single ActionSingle 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

Ultrasonic Scream Two Actions

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.

Pangolin

Source Grand Bazaar pg. 55
Your companion is a particularly large pangolin, such as an ugvashi from Vudra.
Size Medium
Melee Single ActionSingle Action body, Damage 1d8 bludgeoning
Melee Single ActionSingle 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 vision
Speed 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

Defensive Curl Single Action

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.

PFS StandardRiding Drake

Uncommon
Source Advanced Player's Guide pg. 145
Your 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 Single ActionSingle Action jaws, Damage 1d8 piecing
Melee Single ActionSingle Action tail, Damage 1d6 bludgeoning
Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha +2
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 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 Breath Weapon

Breath Weapon Two Actions

Source Advanced Player's Guide pg. 145
Frequency 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.

PFS StandardScorpion

Source Advanced Player's Guide pg. 145
Your companion is one of the various species of giant scorpion.
Size Small
Melee Single ActionSingle Action stinger, Damage 1d6 piercing plus poison
Melee Single ActionSingle Action pincer (agile), Damage 1d6 slashing
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses darkvision
Speed 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

Grab and Sting Two Actions

Source Advanced Player's Guide pg. 145
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.

PFS StandardShadow Hound

Source Secrets of Magic pg. 228
Your companion is a canine creature related to the Shadow Plane denizens known as shadow mastiffs.
Access You're a shadowcaster
Size Small
Melee Single ActionSingle 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
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.

PFS StandardShark

Source Advanced Player's Guide pg. 145
Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark.
Size Small
Melee Single ActionSingle 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 Single Action

Source Advanced Player's Guide pg. 145
Requirements The shark hit with a jaws Strike on its most recent action this turn.
The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).

PFS StandardSnake

Source Core Rulebook pg. 216 2.0
Your companion is a constrictor snake, such as a boa or python.
Size Small
Melee Single ActionSingle 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

Constrict Single Action

Source Core Rulebook pg. 216 2.0
Requirements 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. If the snake is a specialized animal companion, increase this damage to 20.

Terror Bird

Source Grand Bazaar pg. 55
Your companion is a terror bird, a large species of flightless carnivorous avian.
Size Large
Melee Single ActionSingle Action beak, Damage 1d8 piercing
Melee Single ActionSingle 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 vision
Speed 40 feet
Special mount
Support 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

Tearing Clutch Two Actions

Source Grand Bazaar pg. 55
The terror bird makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage.

PFS LimitedVulture

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Your companion is a vulture, condor, or other large scavenging bird.
Size Small
Melee Single ActionSingle 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

Feast on the Fallen Reaction

HealingManipulate
Source Pathfinder #149: Against the Scarlet Triad pg. 80
Frequency 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.

PFS StandardWolf

Source Core Rulebook pg. 216 2.0
Your companion is a wolf or other canine creature, such as a dog.
Size Small
Melee Single ActionSingle 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 Knockdown

Knockdown Single Action

Source Core Rulebook pg. 216 2.0
Requirements The animal companion’s last action was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike prone.