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Animal Companions | Familiars


Main List | Animal Specializations


Animal Companions

Source Core Rulebook pg. 214
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.

Click here for the full rules on Animal Companions.

Badger

Source Core Rulebook pg. 215
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
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.

Bear

Source Core Rulebook pg. 215
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
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.

Bird

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

Cat

Source Core Rulebook pg. 215
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 that your cat threatens 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
The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.

Dromaeosaur

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

Horse

Source Core Rulebook pg. 216
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
The horse Strides twice at a +10-foot circumstance bonus to Speed.

Snake

Source Core Rulebook pg. 216
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
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.

Wolf

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