Companions
Source Player Core pg. 206
Some adventurers travel with loyal allies known as companions.
Click here for the full rules on Companions.
Click here to view all companions in a table.

Air ElementalUncommon Air Elemental Minion Source Rage of Elements pg. 40Your companion is an air elemental, such as a
zephyr hawk.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
storm order.
Size Small
Melee [one-action] gust (
finesse),
Damage 1d6 bludgeoning
Str +1,
Dex +2,
Con +1,
Int -4,
Wis +1,
Cha +1
Hit Points 4
Skill Stealth Senses darkvisionSpeed fly 50 feet
Support Benefit Your air elemental swirls around you with concealing gusts, making it harder for your foes to hit you and possibly giving you a moment to hide. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your air elemental's reach, you are
concealed to that creature until the start of your next turn.
Advanced Maneuver Circling Flyby
Source Rage of Elements pg. 40
Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.
Animal Minion Source Howl of the Wild pg. 90Your companion is an antelope or other similar animal, such as a dik-dik, gazelle, or wildebeest.
Size Medium or Large
Melee [one-action] horns (
finesse),
Damage 1d6 piercing
Melee [one-action] hoof (
agile,
finesse),
Damage 1d4 bludgeoning
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses low-light visionSpeed 40 feet
Special mountSupport Benefit The antelope impales your distracted foes. Until the start of your next turn, while riding your antelope, your Strikes that damage a creature in your antelope’s reach also deal 1d6
persistent bleed damage. If your antelope is
nimble or
savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Bounding Retreat
Source Howl of the Wild pg. 90
The antelope
Leaps twice. If it has a rider, it can leave them in an empty space as it Leaps out of it.
Animal Minion Source Player Core pg. 206Your companion is an ape or other primate.
Size Small
Melee [one-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 visionSpeed 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 Frightening Display
Source Player Core pg. 206
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
off-guard to your ape.
Uncommon Minion Plant Source Player Core pg. 206Your 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 [one-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 visionSpeed 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
Source Player Core pg. 206
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 2d6 bludgeoning (3d6 for a specialized companion) damage with a range increment of 30 feet.
Legacy Content
Animal Minion Source Highhelm pg. 109Your companion is an
augdunar, a powerful breed of mule favored by the
dwarves of Highhelm.
Size Medium
Melee [one-action] hoof,
Damage 1d8 bludgeoning
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 10
Skill Athletics Senses low-light vision,
scent (
imprecise) 30 feet
Speed 25 feet
Special mountSupport Benefit The augdunar shifts its weight, proffering you an item. You Interact to draw a weapon or item that is being carried by the augdunar.
Advanced Maneuver Weighted Kick
Source Highhelm pg. 109
Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, the augdunar automatically
Shoves the target back 5 feet (10 feet on a critical success).
Uncommon Animal Minion Source Shining Kingdoms pg. 77Your companion is an alpaca-like pack animal selectively bred for its lustrous fur.
PFS Note Characters from Druma have access to this option.
Size Medium
Melee [one-action] foot,
Damage 1d8 bludgeoning
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +1
Hit Points 8
Skill Survival Senses low-light visionSpeed 40 feet
Special mount; your bacallia ignores the harmful effects of
mild, severe, and extreme cold or heat, selected when you gain the companion
Support Benefit Your bacallia’s shining fur reflects light into your enemy’s eyes. Until the start of your next turn, creatures within your bacallia’s reach that you damage with your Strikes are
dazzled.
Advanced Maneuver Spit
Spit [one-action]
Flourish Source Shining Kingdoms pg. 77
The bacallia regurgitates a portion of its stomach’s contents as a ranged spit Strike that deals a base of 1d6
acid damage with a range increment of 10 feet. The damage is 2d6 for a
mature bacallia and 3d6 for a
specialized one. A living creature hit with this Strike is also
sickened 1 (sickened 2 on a critical hit).
Animal Minion Source Player Core pg. 207Your companion is a badger, wolverine, or other big mustelid.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-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
Concentrate Emotion Mental Source Player Core pg. 207Requirements 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. The animal companion can Seek even while raging.
After it has stopped raging, it can't use Badger Rage again for 1 minute.
Animal Minion Source Player Core pg. 207Your companion is a particularly large bat, such as a giant bat.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-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 visionSpeed 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
Source Player Core pg. 207
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.
Animal Minion Source Player Core pg. 207Your companion is a black, grizzly, polar, or other type of bear.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-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
Source Player Core pg. 207Requirements 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.
Legacy Content
Animal Minion Source Grand Bazaar pg. 54Your animal companion is a large, flightless stag beetle.
Size Medium or Large
Melee [one-action] mandible,
Damage 1d8 piercing
Melee [one-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 visionSpeed 35 feet
Special mountSupport 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.
Animal Minion Source Player Core pg. 208Your companion is a bird of prey, such as an eagle, hawk, or 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 -4,
Wis +2,
Cha +0
Hit Points 4
Skill Stealth Senses low-light visionSpeed 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
Source Player Core pg. 208
The bird
Flies and makes a talon Strike at any point along the way.
Animal Minion Source Player Core pg. 208Your companion is a boar or pig.
Size Small
Melee [one-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
Source Player Core pg. 208
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.
Legacy Content
Animal Minion Source Pathfinder #149: Against the Scarlet Triad pg. 80Your companion is a camel or llama
Size Medium or Large
Melee [one-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
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.
Legacy Content
Animal Minion Source Grand Bazaar pg. 54Your animal companion is a capybara, a giant rodent common in the forests of Arcadia.
Size Small
Melee [one-action] head (
agile),
Damage 1d6 bludgeoning
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 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
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.
Animal Minion Source Player Core pg. 208Your companion is a big cat, such as a leopard or tiger.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-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
off-guard 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
off-guard until the end of your next turn.
Advanced Maneuver Cat Pounce
Flourish Source Player Core pg. 208
The cat Strides and then Strikes. If it was
undetected at the start of its Cat Pounce, it remains undetected until after the attack.
This Animal Companion may contain spoilers from the Extinction Curse Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #154: Siege of the Dinosaurs pg. 73Your companion is a sticky-footed lizard like a gecko or anole.
Size Small
Melee [one-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
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.
This Animal Companion may contain spoilers from the Extinction Curse Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #154: Siege of the Dinosaurs pg. 74Your 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 [one-action] beak (
finesse),
Damage 1d6 piercing
Melee [one-action] talon (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 4
Skill Thievery (
Palm an Object or
Steal only)
Senses darkvisionSpeed 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
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.
Animal Minion Source Pathfinder #201: Pactbreaker pg. 86Your
companion is a chetamog, a large tree-dwelling rodent that makes its home in the branches of the largest and most ancient trees of the Verduran Forest.
Size Medium or Large
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +1,
Dex +3,
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 A chetamog ignores
difficult terrain and greater difficult terrain from non-magical foliage.
Advanced Maneuver Scurry
Uncommon Animal Minion Source Shining Kingdoms pg. 99Your companion is a four-legged cave ursine whose diet includes mineral-rich cave water that causes plates of rock to grow over its fur. Playful and energetic, the cragstone bear tends to have a personality more like a loyal dog than a grizzly, but with its rocky hide, its romping can be more forceful than intended.
PFS Note Characters from Five Kings Mountains have access to this option.
Size Small
Melee [one-action] slam,
Damage 1d8 bludgeoning
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses darkvision,
tremorsense (
imprecise, 20 feet)
Speed 35 feet
Support Benefit Your cragstone bear eagerly defends you. Until the start of your next turn, you gain a +1 circumstance bonus to your AC if your cragstone bear is adjacent to you. If your bear is
nimble or
savage, increase the bonus to +2.
Advanced Maneuver Rolling Charge
Source Shining Kingdoms pg. 100
The cragstone bear tucks itself into a ball and Strides twice in a straight line. It can make a slam
Strike against one creature it’s adjacent to at any point during this movement. If the Strike is a critical hit, the target is also knocked
prone.
Animal Minion Source Player Core pg. 208Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-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 visionSpeed 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
Source Player Core pg. 208Requirements 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.
Legacy Content
Animal Minion Source Highhelm pg. 109Your companion is a
giant lizard, used in the depths of Highhelm as mounts and pack animals.
Size Medium
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail (
finesse),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Athletics Senses darkvision,
scent (
imprecise) 30 feet
Speed 25 feet
Special mountSupport Benefit Your draft lizard assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your draft lizard'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 Tail Swipe
Source Highhelm pg. 109
Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack penalty, but the penalty only increases after all the attacks have been made.
Animal Minion Source Player Core pg. 209Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Melee [one-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
Flourish Source Player Core pg. 209
The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.
Animal Minion Source Tian Xia Character Guide pg. 122In the southern provinces of Nagajor, Xa Hoi, throughout the archipelago of Minata, and hidden within the thick overgrowth of the Valashmai Jungle are the notorious killer crustaceans known only as durian crabs. Using their large, powerful claws, they scale the trunks of tall trees, hiding their presence away from even the most observant of prey. When the time is right, they fall, plummeting onto their prey and letting the momentum and prickly thorns of their shells earn them their quarry.
Size Small or Medium
Melee [one-action] claw (
agile),
Damage 1d6 piercing
Str +3,
Dex +2,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 6
Skill Stealth Senses DarkvisionSpeed 20 feet, climb 20 feet, swim 20 feet
Support Benefit Your durian crab launches itself as part of your ranged attack to throw your enemies off balance. Until the start of your next turn, as long as your crab is within your reach, your ranged Strikes that deal damage to a creature within 30 feet make the target
off-guard until the end of your next turn. Your crab scuttles or launches itself back to the same space from which you threw it immediately after making a
Strike, allowing you to hurl it multiple times.
Advanced Maneuver Crab Cannon
Source Tian Xia Character Guide pg. 122
Your durian crab curls itself up tightly, taking the shape of a ball. It then launches itself with its powerful claw at a target within 20 feet. When it lands, it makes a claw
Strike, except the damage is bludgeoning instead of piercing. On a hit, the target becomes
dazzled for 1 round and the Strike deals an additional 1d8 damage, or 2d8 additional damage if your crab is
specialized.
Uncommon Earth Elemental Minion Source Rage of Elements pg. 40Your companion is an earth elemental, such as a
living boulder or
sod hound.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
stone order.
Size Small
Melee [one-action] fist,
Damage 1d8 bludgeoning
Str +2,
Dex +0,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 10
Skill Survival Senses darkvisionSpeed 20 feet, burrow 10 feet
Support Benefit Your earth elemental cracks the earth beneath your foe's feet, making it difficult for the foe to move. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your earth elemental's reach, the first square the creature moves into after taking that damage is
difficult terrain.
Advanced Maneuver Rolling Knockdown
Source Rage of Elements pg. 40
Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked
prone.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #177: Burning Tundra pg. 73Your companion is an elephant or mammoth.
Size Large
Melee [one-action] tusk,
Damage 1d8 piercing
Melee [one-action] foot,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (imprecise, 30 feet)
Speed 35 feet
Special mountSupport Benefit Your elephant trumpets noisily and menaces your enemy. The first creature within your elephant's reach that you hit and deal damage to before the start of your next turn has difficulty hearing as its ears ring from the noise, taking a –4 status penalty to purely auditory Perception checks until the end of your next turn.
Advanced Maneuver Grabbing Trunk
Source Pathfinder #177: Burning Tundra pg. 73
The elephant grabs its foe with its trunk and carries it off. The elephant uses
Athletics to
Grapple a creature up to two sizes smaller than the elephant in its trunk. If its target is
grabbed or
restrained, the elephant repositions the target to another space in the elephant's reach.
Animal Minion Source Howl of the Wild pg. 90Your companion is an elk, or other similar cervids, such as a caribou, large deer, or moose.
Size Medium or Large
Melee [one-action] antlers,
Damage 1d8 piercing
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light visionSpeed 30 feet
Special mountSupport Benefit Your elk makes a threatening display by waving its antlers. Until the start of your next turn, if you hit and deal damage to a creature within your elk’s reach, the creature is
frightened 1.
Advanced Maneuver Antler Catapult
Source Howl of the Wild pg. 91
The elk Steps once and then makes an antlers Strike. If it moved and hits, the elk can fling its target into the space it just left, which is
forced movement.
Uncommon Elemental Fire Minion Source Rage of Elements pg. 40Your companion is a fire elemental, such as a
cinder rat or
lava otter.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
flame order.
Size Small
Melee [one-action] tendril (
agile,
finesse),
Damage 1d6 fire
Str +2,
Dex +2,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 4
Skill Intimidation Senses darkvisionSpeed 25 feet
Special Immunities fire,
Weaknesses cold and water (equal to the fire elemental's level)
Support Benefit Your fire elemental burns your foes and sets them on fire. Until the start of your next turn, your Strikes that damage a creature in your fire elemental's reach also deal 1d6
persistent fire damage. If your fire elemental is nimble or savage, the persistent fire damage increases to 2d6.
Advanced Maneuver Flamethrower
Source Rage of Elements pg. 41Frequency once per 10 minutes
The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these Strikes count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes.
Animal Minion Source Howl of the Wild pg. 91Your companion is a giant flying squirrel or sugar glider.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] claw (
agile,
finesse),
Damage 1d4 slashing
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
Special When your flying squirrel falls, it can glide, falling only 5 feet at the beginning of your turn and moving up to 25 feet horizontally. It cannot glide if it’s unable to act.
Support Benefit Your flying squirrel wraps your foes in its skin flaps, hampering their movement. Until the end of your next turn, if your Strike damages a creature in your giant flying squirrel's reach, that creature takes a –10-foot circumstance penalty to its Speeds for 1 round.
Advanced Maneuver Death From Above
Flourish Source Howl of the Wild pg. 91Requirements The flying squirrel is above the target
The flying squirrel crashes down onto a target, furiously clawing at it. The flying squirrel falls to an empty space next to the target, taking no damage, and makes two claw Strikes. Both attacks count toward its
multiple attack penalty, but the penalty doesn’t increase until after both attacks have been made.
Legacy Content
Uncommon Incorporeal Minion Undead Source 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 [one-action] ghostly touch (
magical,
finesse),
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
Divine Evocation Source 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.
Uncommon Animal Aquatic Minion Source Howl of the Wild pg. 93Your companion is a long ribbon-like fish with jagged teeth.
Size Large
Melee [one-action] jaws,
Damage 1d8 piercing
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 4
Skill Stealth Senses low-light vision,
scent (
imprecise) 30 feet
Speed 10 feet, swim 40 feet
Special mountSupport Benefit Your giant eel swims in confounding bursts. 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 Swimming Snap
Source Howl of the Wild pg. 93
The giant eel
Swims and makes a jaws Strike at any point along the way.
Amphibious Animal Minion Source Howl of the Wild pg. 93Your companion is a massive frog or toad.
Size Large
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tongue (
reach 15 feet),
Damage 1d4 bludgeoning
Str +2,
Dex +2,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses low-light visionSpeed 20 feet, climb 20 feet, swim 25 feet
Special mountSupport Benefit Your giant frog’s tongue darts into openings you create and sticks to opponents to disrupt their movements. Until the start of your next turn, whenever you successfully Strike a creature your giant frog threatens, that creature can’t use reactions triggered by your actions unless its level is higher than yours.
Advanced Maneuver Tongue Grab
Source Howl of the Wild pg. 93
The giant frog lashes out with its tongue, making a tongue Strike. If the Strike hits, the target is automatically
grabbed by the giant frog and pulled into a square adjacent to the frog. The grabbed condition lasts until the end of your next turn.
Uncommon Animal Minion Source Shining Kingdoms pg. 100Your companion is a much larger cousin of the common rock tuatara, up to 6 feet long and 4 feet tall. Their milky-white third eye, spiny backs, and knobby club tails make them look far fiercer than they typically are.
PFS Note Characters from Five Kings Mountains have access to this option.
Size Medium
Melee [one-action] tail slam,
Damage 1d8 bludgeoning
Melee [one-action] bite,
Damage 1d6 piercing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses darkvision,
scent (
imprecise, 30 feet)
Speed 25 feet
Support Benefit Your giant rock tuatara trips up your enemies when you create an opening. Until the start of your next turn, your
Strikes that deal damage to a creature within your giant rock tuatara’s reach make the target
clumsy 1 until the end of your next turn.
Advanced Maneuver Tail Escape
Source Shining Kingdoms pg. 100Frequency once per 10 minutes
Requirements The giant rock tuatara is
grabbed or
restrained.
The giant rock tuatara detaches its tail to free itself from an enemy’s grip. It automatically
Escapes and can
Step. It then can’t use its tail slam Strike until it can regenerate its tail, which takes 10 minutes or an application of
healing magic that restores Hit Points.
Uncommon Animal Minion Source Howl of the Wild pg. 93Your companion is a large wasp, hornet, or other stinging hymenopteran.
Size Large
Melee [one-action] stinger (
finesse),
Damage 1d6 piercing plus poison
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 4
Skill Survival Senses darkvisionSpeed 20 feet, fly 40 feet
Special mountSupport Benefit Your wasp drones its wings, unnerving your enemies. Until the start of your next turn, if you hit and deal damage to a creature in your giant wasp’s reach, the creature becomes
frightened 1.
Advanced Maneuver Darting Stab
Flourish Source Howl of the Wild pg. 93
The giant wasp
Flies up to 15 feet and then Strikes, or Strikes and then Flies up to 15 feet.
Animal Minion Source Howl of the Wild pg. 91Your companion is a giraffe.
Size Large
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Melee [one-action] neck (
nonlethal,
reach 10 feet),
Damage 1d4 bludgeoning
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
Special mountSupport Benefit Your giraffe pushes against opponents with its long neck. While riding on your giraffe this turn, you do not need a hand free to
Shove and any foe you successfully Shove moves 10 feet (15 feet on a critical success).
Advanced Maneuver Long Stomp
Source Howl of the Wild pg. 91
Your giraffe Strides twice and then makes a hoof Strike. As long as it moved at least 20 feet, it deals an additional 1d6 bludgeoning damage. Increase this to 2d6 if your giraffe is specialized.
Legacy Content
Animal Minion Source Highhelm pg. 109Your companion is a breed of mountain goat populous in the Five Kings Mountains.
Size Medium
Melee [one-action] headbutt (
shove),
Damage 1d8 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Acrobatics Senses scent (
imprecise) 30 feet
Speed 35 feet, climb 15 feet
Special mountSupport Benefit Your goat boosts you up a wall, allowing you to reach greater heights. You climb up a surface as if you had rolled a success on a
Climb action.
Advanced Maneuver Knock Aside
Source Highhelm pg. 109Requirements The animal companion's last action was a successful headbutt Strike.
The goat automatically
pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit
Rare Construct Minion Undead Source Shining Kingdoms pg. 123Your companion is a vaguely humanoid construct composed of razor-sharp blades and animated by an amalgamation of restless soul fragments, similar to a miniature
gray death. Although it possesses no identity or memories from the souls it contains, it’s driven by a powerful but unfocused hate that its master must sometimes struggle to control.
PFS Note Characters from Galt have access to this option.
Access You're from Galt.
Size Small
Melee [one-action] blade (
agile,
finesse),
Damage 1d8 slashing
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +0,
Cha +1
Hit Points 10 (
void healing)
Skill Athletics Senses darkvision,
lifesense (
imprecise) 30 feet
Speed 20 feet
Special A gray bladeling has the
construct and
undead traits instead of the
animal trait. It has
immunity to
bleed,
death effects,
disease,
doomed,
drained,
fatigued,
healing,
nonlethal attacks,
paralyzed,
poison, and
sickened. Unlike most undead, it becomes
unconscious and
dying rather than being destroyed instantly at 0 Hit Points; unlike most constructs, its Hit Points can be restored by only
void healing instead of any other actions that restore Hit Points to objects or nonliving creatures.
Support Benefit The gray bladeling slashes viciously at your enemy when you create an opening. Until the start of your next turn, each time you hit a creature in the bladeling’s reach with a
Strike, the creature takes 1d4
persistent bleed damage or becomes
frightened 1 if it’s already taking persistent bleed damage. If the gray bladeling is
specialized, the persistent bleed damage increases to 1d8.
Advanced Maneuver Possessing Strike
Curse Mental Occult Source Shining Kingdoms pg. 123Frequency once per hour
Your gray bladeling attempts to inject a malevolent soul fragment into a victim to seize control of their actions. The gray bladeling makes a blade
Strike against a living creature. If it hits and deals damage, the target must attempt a Will saving throw against your class DC or spell DC, whichever is higher. Regardless of the result, the target is temporarily immune to Possessing Strike for 24 hours.
Critical Success The target is unaffected.
Success The target fights off the possessing soul fragment but is
stunned 1.
Failure The target is
confused for 1 round and can’t use offensive actions against you or your gray bladeling.
Critical Failure As failure, but if the target takes damage from an attack or spell, the DC of the
flat check to recover from the confusion is 15.
Animal Minion Source Howl of the Wild pg. 93Your companion is a majestic beast combining the features of a raptor and a lion.
Size Large
Melee [one-action] beak,
Damage 1d8 piercing
Melee [one-action] talon (
agile),
Damage 1d6 slashing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses darkvision,
scent (
imprecise) 30 feet
Speed 25 feet, fly 60 feet
Special mountSupport Benefit Your griffon adopts a noble pose, inspiring you to defy the horrors before you. Until the start of your next turn, you and your griffon gain a +2 circumstance bonus to saves against
emotion effects.
Advanced Maneuver Flying Strafe
Source Howl of the Wild pg. 94
The griffon
Flies up to its fly Speed and makes two talon Strikes at any point, each against a different creature.
Animal Minion Source Tian Xia Character Guide pg. 122There are countless tales of young children wallowing in the shallow waters, pressing the mouth of a seemingly empty shell to their ears, hoping to hear roaring waves, only to be met with a reptilian hiss and the bite of two fangs. There’s more than meets the eye when it comes to hermit kraits, in multiple ways. On the surface, the creature seems like a mundane shell taken over by a den of snakes, but any attempt to pry it from its home will only kill it, revealing a strange, reptilian creature with a multitude of heads.
Size Small
Melee [one-action] fangs (
agile,
finesse),
Damage 1d6 piercing
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 20 feet, burrow 15 feet, swim 20 feet
Support Benefit Your hermit krait bites at your foes with venomous fangs. Until the start of your next turn, your Strikes that damage a creature in your hermit krait’s reach also deal 1d6
persistent poison damage. If your hermit krait is
nimble or
savage, the persistent poison damage increases to 2d6.
Advanced Maneuver Defensive Curl
Source Tian Xia Character Guide pg. 122
The hermit krait pulls its heads into its shell to protect itself. It gains a +2 circumstance bonus to AC and a +4 circumstance bonus to any check to pretend to be a mundane shell. Any creature that hits the hermit krait with a melee unarmed attack while it’s in its Defensive Curl takes 2d6
persistent poison damage as one of the krait’s heads lashes out from within the shell. While in its shell, the hermit krait can’t
move or take other actions that require using its limbs, but it can extend out of the shell as a single action, ending the effects of Defensive Curl.
Animal Aquatic Minion Source Howl of the Wild pg. 94Your companion is a strange beast combining aspects of a horse and a fish.
Size Large
Melee [one-action] tail,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses darkvision,
scent (
imprecise) 30 feet
Speed 5 feet, swim 40 feet
Special mountSupport Benefit Until the start of your next turn, if you’re mounted on your hippocampus and moved 10 feet or more on the action before a melee Strike, add a circumstance bonus to damage for that Strike equal to twice the number of weapon damage dice. If your weapon already has the
jousting weapon trait, increase the trait’s damage bonus by 2 per die instead.
Advanced Maneuver Sudden Retreat
Source Howl of the Wild pg. 94
The hippocampus makes a tail Strike, then
Swims with a +10- foot circumstance bonus to its swim Speed. The hippocampus and its rider gain a +2 circumstance bonus to AC against reactions triggered by this movement.
Animal Minion Source Howl of the Wild pg. 94Your companion combines the features of a hawk and a horse.
Size Large
Melee [one-action] beak,
Damage 1d6 piercing
Melee [one-action] talon (
agile),
Damage 1d4 slashing
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Survival Senses darkvision,
scent (
imprecise) 30 feet
Speed 30 feet, fly 60 feet
Special mountSupport Benefit Until the start of your next turn, if you’re mounted on your hippogriff and moved 10 feet or more on the action before a melee Strike, add a circumstance bonus to damage for that Strike equal to twice the number of weapon damage dice. If your weapon already has the
jousting weapon trait, increase the trait’s damage bonus by 2 per die instead.
Advanced Maneuver Aerial Retreat
Source Howl of the Wild pg. 94
The hippogriff makes a talon Strike, then
Flies with a +10-foot circumstance bonus to its fly Speed. The hippogriff and its rider gain a +2 circumstance bonus to AC against reactions triggered by this movement.
Animal Minion Source Player Core pg. 209Your companion is a horse, pony, or similar equine.
Size Medium or Large
Melee [one-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 mountSupport Benefit Until the start of your next turn, if you're mounted on your horse and moved 10 feet or more on the action before a melee Strike, add a circumstance bonus to damage for that Strike equal to twice the number of weapon 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 Player Core pg. 209
The horse Strides twice at a +10-foot circumstance bonus to Speed.
Legacy Content
Animal Minion Source Pathfinder #149: Against the Scarlet Triad pg. 80Your companion is a hyena
Size Small
Melee [one-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 [one-action]
Source Pathfinder #149: Against the Scarlet Triad pg. 80Requirements 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.
This Animal Companion may contain spoilers from the Hellbreakers Adventure Path
Uncommon Source Pathfinder #222: Hellbreakers pg. 215Through training and selective breeding, the gnomes of Umok found ways to capitalize on the native Isgeri boarhounds' exceptional scent abilities and sturdy frame to patrol against extraplanar predators and other enemies regularly found in the region.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d8 piercing
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses foe scent (precise, 40 feet),
scent (
imprecise) 40 feet
Speed 40 feet
Special As part of daily preparations, the Isgeri boarhound can be offered a sample of an enemy with the fiend or undead trait, such as a bone, piece of flesh, or similarly scented sample that has been acquired within the last 24 hours. For the next 24 hours, either fiend or undead becomes the boarhound's designated foe. The Isgeri boarhound's foe scent enables it to smell the presence of a creature designated as its foe as a precise scent at a range of 40 feet.
Support Benefit Your boarhound is a faithful hunting companion. You gain a +1 circumstance bonus to your next attack roll to Strike a foe within your boarhound's reach. This bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first. If you damage a creature with the trait corresponding to your boarhound's designated foe with that Strike, the creature takes an additional 1d6 piercing damage from the boarhound. If your boarhound is nimble or savage, the damage increases to 2d6.
Advanced Maneuver Lock Jaw
Source Pathfinder #222: Hellbreakers pg. 215Requirements The boarhound’s last action was a successful jaws Strike.
The target becomes
grabbed, as if the boarhound successfully
Grappled the target.
Animal Minion Source Howl of the Wild pg. 91Your companion is a kangaroo or wallaby.
Size Small
Melee [one-action] foot (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses low-light visionSpeed 30 feet
Special When the kangaroo
Leaps horizontally, it travels up to 25 feet.
Support Benefit Your kangaroo bounces and shifts back and forth. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 5 feet when determining whether you and your companion are
flanking; you can choose a different space for each of your attacks.
Advanced Maneuver Spring Kick
Source Howl of the Wild pg. 91
The kangaroo balances on its tail and lashes out with a powerful two-legged kick. The kangaroo makes a foot Strike. If it hits, the target is pushed back 10 feet. On a critical hit, they are also knocked
prone.
Uncommon Animal Minion Source Shining Kingdoms pg. 77Your companion is a horned frilled lizard with a unique debris “shell” that can consist of precious metals and gems.
PFS Note Characters from Druma have access to this option.
Size Small
Melee [one-action] jaws,
Damage 1d6 piercing
Str +2,
Dex +2,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 4
Skill Thievery Senses low-light visionSpeed 30 feet, burrow 10 feet
Support Benefit With its hard shell of objects, your keulia rams into enemies when you create an opening. Until the start of your next turn, each time you hit a creature in your keulia’s reach with a
Strike and deal physical damage, the creatures takes 1d8 bludgeoning damage from the keulia. If your keulia is
nimble or
savage, the bludgeoning damage increases to 2d8.
Advanced Maneuver Lizard Leap
Source Shining Kingdoms pg. 77
The keulia Leaps and then makes a bite
Strike. As long as it moved at least 10 feet, its Strike deals an additional 1d6 piercing damage, or 2d6 piercing damage if your keulia is
nimble or
savage.
Legacy Content
Animal Minion Source Grand Bazaar pg. 72Your companion is a strange creature, akin to a chair with bestial legs.
Size Medium or Large
Melee [one-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 mountSupport 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
Source Grand Bazaar pg. 72
The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.
Uncommon Elemental Metal Minion Source Rage of Elements pg. 41Your companion is a metal elemental, such as a mercurial. Metal elementals don't have any special access because druids don't have an order dedicated to the elemental magic of metal.
PFS Note For Pathfinder Society play, any druid with an animal companion may take a metal elemental as their companion
Size Small
Melee [one-action] spike,
Damage 1d8 piercing
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses darkvisionSpeed 25 feet
Support Benefit Your metal elemental pierces an enemy with metal spikes that cause it to bleed. Until the start of your next turn, your Strikes that damage a creature in your metal elemental's reach also deal 1d6
persistent bleed damage. If your metal elemental is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Spiked Bunker
Source Rage of Elements pg. 41
Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee
unarmed attack while it's in its Spiked Bunker takes 2d6 piercing damage (or 3d6 piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects.
Animal Minion Source Howl of the Wild pg. 91Your companion is a giant mole, gopher, or prairie dog.
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
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 25 feet, burrow 20 feet
Support Benefit Your mole leaps into the ground and burrows beneath your foes, disturbing their footing. Until the end of your next turn, if you hit and damage a creature adjacent to your mole, that creature is
clumsy 1 until it moves from its current position.
Advanced Maneuver Burrowing Ambush
Source Howl of the Wild pg. 92
Your mole Burrows and makes a Strike. If the mole began its movement underground, the target is
off-guard for this attack.
Animal Minion Source Howl of the Wild pg. 92Your companion is a mongoose or meerkat.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Melee [one-action] claw (
agile,
finesse),
Damage 1d4 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +1
Hit Points 4
Skill Survival Senses low-light vision,
scent (
imprecise) 30 feet
Speed 25 feet, burrow 10 feet
Support Benefit The mongoose bounds to your side, alert and at the ready. Until the end of your next turn, creatures adjacent to the mongoose cannot
flank you.
Advanced Maneuver Liberating Bite
Flourish Source Howl of the Wild pg. 92
The mongoose makes a jaws Strike that can help creatures break free of restraint, like the grasp of a cobra. If the Strike hits, each creature
grappled or
restrained by the target can
Escape as a free action.
This Animal Companion may contain spoilers from the Extinction Curse Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #154: Siege of the Dinosaurs pg. 73Your companion is a stocky-limbed lizard with a long, almost serpentine body.
Size Medium
Melee [one-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 mountSupport 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
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.
Legacy Content
Animal Minion Source Grand Bazaar pg. 54Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin.
Size Small
Melee [one-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
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.
Minion Ooze Source Treasure Vault (Remastered) pg. 106Your companion is an alchemical ooze that extends pseudopods to move around.
Size Medium or Large
Melee [one-action] pseudopod (
agile),
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +3,
Int -4,
Wis +0,
Cha +0
Hit Points 6
Skill Athletics Senses Motion Sense Your oozeform chair can sense nearby creatures through vibration in the air. This is an
imprecise sense with a range of 30 feet.
Speed 20 feet
Special mountSupport Benefit A pseudopod extends out from your chair, retrieving an unattended object within 15 feet. If you don't have a hand free to receive the object, the chair drops it in your space.
Advanced Maneuver Extend Pseudopod
Source Treasure Vault (Remastered) pg. 107
Your chair lengthens itself, granting its pseudopod Strike the
reach 10 feet trait until the beginning of your next turn.
Animal Minion Source Howl of the Wild pg. 94Your companion is a killer whale.
Size Large
Melee [one-action] jaws,
Damage 1d8 piercing
Str +3,
Dex +2,
Con +3,
Int -4,
Wis +0,
Cha +0
Hit Points 8
Skill Survival Senses echolocation 30 feet (the orca can use hearing as a
precise sense within this range while underwater)
Speed 5 feet, swim 40 feet
Special mount; the orca can hold its breath for 20 minutes.
Support Benefit Your orca attempts to drag down unwary swimmers. Until the start of your next turn, each time you hit a swimming creature in the orca’s reach, the target is pulled 5 feet down into the water. This is
forced movement.
Advanced Maneuver Breach
Breach [two-actions]
Source Howl of the Wild pg. 95
The orca
Swims up to its swim Speed, then
Leaps vertically out of the water up to 25 feet in the air, making a Strike against a creature at any point during the jump (this lets it attack a creature within 30 feet of the water’s surface). After the Strike, the orca splashes back down into the water.
Legacy Content
Animal Minion Source Grand Bazaar pg. 55Your companion is a particularly large pangolin, such as an ugvashi from Vudra.
Size Medium
Melee [one-action] body,
Damage 1d8 bludgeoning
Melee [one-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 visionSpeed 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
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.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #177: Burning Tundra pg. 73Your companion is a rhinoceros or woolly rhinoceros.
Size Large
Melee [one-action] horn,
Damage 1d8 piercing
Str +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses scent (imprecise, 30 feet)
Speed 30 feet
Special mountSupport Benefit Your rhino swings its heavy head to unbalance your enemy. The first creature within your rhino's reach that you hit and deal damage to before the start of your next turn becomes
clumsy 1 until the end of your next turn.
Advanced Maneuver Rhinoceros Charge
Source Pathfinder #177: Burning Tundra pg. 73
The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional piercing damage, or 2d8 additional damage if your rhino is nimble or savage.
Uncommon Dragon Minion Source Draconic Codex
pg. 221Your companion is a flightless dragonet whose larger-than-average size keeps it grounded. Though typically cagey around other creatures, they have inexplicably attached themself to you, becoming a loving companion. A riding dragonet has the
dragon trait instead of the
animal trait, but it otherwise functions normally as an animal companion.
Size Small
Melee [one-action] claw (
finesse,
magical),
Damage 1d8 bludgeoning
Melee [one-action] tail (
agile,
finesse,
magical),
Damage 1d6 slashing
Str +1,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +3
Hit Points 8
Skill Diplomacy Senses darkvisionSpeed 30 feet
Special mount
Support Benefit Your dragonet’s wings flutter rapidly, pulsating the air around you both. Until the start of your next turn, each time you Strike while riding the dragonet and hit a creature in the dragonet’s reach, the creature takes 1d4 bludgeoning damage from the force of the dragonet’s wings. If your dragonet is
nimble or
savage, the bludgeoning damage increases to 2d4.
Advanced Maneuver Enamoring Exhalation
Olfactory Source Draconic Codex
pg. 221Frequency once per 10 minutes
Your riding dragonet enraptures those nearby, exhaling a 15-foot
cone of pheromones that fascinates those within it. Each creature in the area is
fascinated with you and your dragonet until the end of your next turn unless it succeeds at a Fortitude save. This uses a trained DC using the dragonet’s Charisma modifier, or an expert DC if the dragonet is
specialized.
Uncommon Dragon Minion Source Player Core pg. 209Your 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 [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail,
Damage 1d6 bludgeoning
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +2
Hit Points 8
Skill Intimidation Senses darkvisionSpeed 45 feet
Special mountSupport 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 Fire Breath
Source Player Core pg. 209Frequency 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.
Animal Minion Source Howl of the Wild pg. 95Your companion is a massive hairy spider.
Size Large
Melee [one-action] fangs (
finesse),
Damage 1d6 piercing plus poison
Melee [one-action] leg (
agile,
finesse),
Damage 1d4 piercing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +2,
Cha +0
Hit Points 4
Skill Stealth Senses darkvisionSpeed 30 feet, climb 30 feet
Special mount at 8th level; your riding tarantula’s fangs attack deals an additional 1d4 poison damage or 2d4 poison damage if the riding tarantula is a specialized companion
Support Benefit Your riding tarantula flicks urticating hairs at your foe, disrupting their focus. Until the start of your next turn, if you hit and deal damage to a creature your riding tarantula threatens, the target must succeed at a DC 5 flat check whenever it takes a
concentrate action or that action is lost.
Advanced Maneuver Hair Barrage
Source Howl of the Wild pg. 95
The tarantula flicks its legs, flinging spiky hairs in a 15-foot cone. This deals 4d6 piercing damage with a
basic Reflex save. This uses a trained DC using the tarantula’s Dexterity modifier or an expert DC if the tarantula is specialized. This damage increases by an additional 1d6 for every 4 levels you have beyond 6th.
RocLevel 16
Uncommon Animal Minion Source Howl of the Wild pg. 95Your companion is a younger example of the legendary bird of prey.
Size Huge
Melee [one-action] beak,
Damage 1d10 piercing
Melee [one-action] talon (
agile),
Damage 1d8 slashing plus
GrabStr +3,
Dex +1,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light visionSpeed 15 feet, fly 60 feet
Special mountSupport Benefit Your roc beats its wings, creating a powerful downdraft. Until the start of your next turn, your Strikes that damage a creature that your roc threatens
push the target 5 feet away from your roc.
Advanced Maneuver Snatch
Snatch [two-actions]
Source Howl of the Wild pg. 95
The roc Strikes a creature with its talon and then attempts to
Grab the creature. If the Grab is successful, the roc then
Flies up to half its speed, carrying that creature along with it.
Minion Plant Source Treasure Vault (Remastered) pg. 107Your companion is a woven sphere of living plant roots that rolls over the ground, while you sit on a stabilized seat above it.
Size Medium or Large
Melee [one-action] vine (
reach 10 feet),
Damage 1d8 slashing
Str +2,
Dex +2,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Stealth Senses low-light visionSpeed 30 feet
Special mountSupport Benefit Your rootball chair extends its tendrils to move smoothly over terrain. It ignores difficult terrain until the end of the turn, and Strides.
Advanced Maneuver Seedpod Spring
Source Treasure Vault (Remastered) pg. 107
A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair
Leaps up to 30 feet vertically or horizontally and drifts down, sinking 5 feet for every 5 feet traveled horizontally and causing you to take no
falling damage. The cottony material disperses when you land.
Animal Minion Source Howl of the Wild pg. 92Your companion is a salamander, newt, axolotl, or similar amphibian.
Size Small
Melee [one-action] tail,
Damage 1d6 bludgeoning
Melee [one-action] jaws,
Damage 1d4 piercing
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +1
Hit Points 6
Skill Survival Senses darkvisionSpeed 20 feet, swim 10 feet
Support Benefit Your salamander secretes a poisonous, viscous fluid from its skin. Until the start of your next turn, if you or your salamander are hit by a creature adjacent to the salamander, that creature takes 1d6 poison damage. This damage increases to 2d6 if the salamander is
nimble or
savage.
Advanced Maneuver Poisonous Sweep
Flourish Poison Source Howl of the Wild pg. 92
The salamander secretes poison from the glands on its tail and bludgeons an enemy to apply it to them. It makes a tail Strike. If the Strike hits, the target takes an additional 1d6
persistent poison damage. If your salamander is
nimble or
savage, increase this damage to 2d6 persistent poison damage.
Animal Minion Source Player Core pg. 210Your companion is one of the various species of giant scorpion.
Size Small
Melee [one-action] stinger,
Damage 1d6 piercing plus poison
Melee [one-action] pincer (
agile),
Damage 1d6 slashing
Str +3,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses darkvisionSpeed 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
Source Player Core pg. 210
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.
Uncommon Minion Undead Source Shining Kingdoms pg. 123Your companion is an
undead severed head. The Red Revolution left countless mass graves across Galt, filled with the beheaded corpses of those executed by the
final blades. Most of the victims’ heads were unceremoniously dumped alongside their bodies, but many were snatched by unscrupulous necromancers who found them to be a convenient (and unfortunately plentiful) raw material for the creation of simple undead minions.
PFS Note Characters from Galt have access to this option.
Size Small
Melee [one-action] jaws (
finesse),
Damage 1d6 piercing
Str +2,
Dex +1,
Con +3,
Int -5,
Wis +0,
Cha +0
Hit Points 4 (
void healing)
Skill none (
mindless)
Senses darkvisionSpeed 15 feet, fly 25 feet
Special A severed head has the
undead trait instead of the
animal trait, granting it
void healing and immunity to
death effects,
disease, and
poison. It’s also
mindless.
Support Benefit The head latches on to your enemy with its jaws when you create an opening, distracting them and hampering their movement. The next creature within range of your severed head that you successfully
Strike before the start of your next turn takes a –5-foot status penalty to its Speeds and must succeed at a DC 5
flat check to use reactions triggered by your actions until the start of your next turn. On a failure, the reaction is lost.
Advanced Maneuver Gnash
Gnash [one-action]
Source Shining Kingdoms pg. 123Requirements The severed head’s last action was a successful jaws Strike.
Your severed head violently shakes itself back and forth, trying to tear away a mouthful of flesh. It makes another jaws
Strike against the same target. If the Strike hits, it deals 1d6
persistent bleed damage in addition to its usual damage.
Legacy Content
Uncommon Animal Minion Source Secrets of Magic pg. 228Your companion is a canine creature related to the
Shadow Plane denizens known as shadow mastiffs.
Access You're a
shadowcasterSize Small
Melee [one-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.
Animal Aquatic Minion Source Player Core pg. 210Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark.
Size Small
Melee [one-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 [one-action]
Source Player Core pg. 210Requirements The shark hit with a jaws Strike on its most recent action this turn.
The shark viciously rips into the wound. The target of the shark’s Strike takes 2d8 slashing damage (3d8 for a specialized companion).
Uncommon Beast Minion Source Howl of the Wild pg. 92Your companion is a
shotalashu, a telepathic creature originally from the planet of Castrovel but now introduced in small numbers to Golarion. Acquiring a shotalashu typically requires that the prospective rider bond with it first by spending a week of time with it and succeeding on a DC 21
Occultism check to establish a telepathic link. A rider who fails the check can attempt it again after another week with the shotalashu for each attempt. Any creature with telepathic capabilities, such as telepathy, touch telepathy, empathic sense, or the ability to cast spells such as
telepathy, gains a +4 circumstance bonus to this check. The GM is the final arbiter of whether a given ability counts as telepathy for the purposes of forming a link. This link remains, and neither can form a new link until one member dies. The shock of a bonded partner dying leaves the survivor
stupefied 2 for 24 hours and prevents them from forming a new link for at least a month.
A shotalashu has the
beast trait instead of the
animal trait but otherwise functions normally as an animal companion.
Size Medium or Large
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +2,
Dex +3,
Con +2,
Int -3,
Wis +1,
Cha +2
Hit Points 8
Skill Survival Senses darkvisionSpeed 40 feet
Special mountSupport Benefit The shotalashu telepathically assails your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the shotalashu's reach with a Strike, the creature takes 1d6 mental damage from the shotalashu. If your shotalashu is
nimble or
savage, the mental damage increases to 2d6.
Advanced Maneuver Telepathic Pounce
Mental Occult Source Howl of the Wild pg. 92
The shotalashu hunts by pinning its foes with not just its claws, but with its mind as well. One creature within 30 feet must attempt a Will save, with the following effects. This uses a trained DC using the shotalashu’s Charisma modifier or an expert DC if the shotalashu is specialized.
Critical Success The creature is unaffected.
Success The creature takes a –5 foot status penalty to its Speeds for one round.
Failure The creature takes a –10 foot status penalty to its Speeds for one round. The shotalashu can then
Leap.
Critical Failure The creature is
off-guard and
immobilized for one round. The shotalashu can then Leap.
This Animal Companion may contain spoilers from the Blood Lords Adventure Path
Legacy Content
Uncommon Mindless Minion Undead Source Pathfinder #181: Zombie Feast pg. 77Your 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 darkvisionSpeed 10 feet, fly 50 feet
Special mindlessSupport 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
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.
This Animal Companion may contain spoilers from the Blood Lords Adventure Path
Legacy Content
Uncommon Mindless Minion Undead Source Pathfinder #181: Zombie Feast pg. 77Your 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 darkvisionSpeed 20 feet, climb 20 feet, swim 20 feet
Special mindlessSupport 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
Source Pathfinder #181: Zombie Feast pg. 77Requirements 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.
Legacy Content
Uncommon Mindless Minion Undead Source 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 [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 darkvisionSpeed 35 feet
Special mindless,
mountSupport 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.
Legacy Content
Uncommon Mindless Minion Undead Source 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 [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 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
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.
Animal Minion Source Player Core pg. 210Your companion is a constrictor snake, such as a boa or python.
Size Small
Melee [one-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
Source Player Core pg. 210Requirements 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 against your class DC. If the snake is a specialized animal companion, increase this damage to 20.
Uncommon Animal Minion Source Tian Xia Character Guide pg. 122Sundafloras are friendly, bipedal creatures with brightly colored, overlapping waves of petal-like scales covering most of their body. Though rare to find, they're most common in the artificial garden landscapes of Goka, usually seen waltzing around the grounds with their hands clasped together, giving off a pensive appearance.
PFS Note Characters from Tian Xia have access to the sundaflora animal companion.
Size Small
Melee [one-action] clubbed tail,
Damage 1d8 bludgeoning
Melee [one-action] claws (
agile),
Damage 1d6 slashing
Str +2,
Dex +3,
Con +1,
Int -4,
Wis +1,
Cha +1
Hit Points 6
Skill Performance Senses low-light vision,
scent (imprecise, 30 feet)
Speed 20 feet, swim 15 feet
Support Benefit Your sundaflora inspires your allies with its calm demeanor and agile steps. Choose one ally within 30 feet of your sundaflora. They gain a +1 circumstance bonus to their next attack roll to Strike a foe within your sundaflora’s reach. The bonus lasts until the first time your ally uses it or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Flower Dance
Move Visual Source Tian Xia Character Guide pg. 123
The sundaflora stands tall on its hind legs and begins to wave and dance, showing off its dazzling beauty to distract your attackers. It attempts to
Feint the target creature, using its
Performance skill instead of
Deception. If successful (or critically successful), the target is
off-guard to you, rather than to your sundaflora.
Legacy Content
Animal Minion Source Grand Bazaar pg. 55Your companion is a terror bird, a large species of flightless carnivorous avian.
Size Large
Melee [one-action] beak,
Damage 1d8 piercing
Melee [one-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 visionSpeed 40 feet
Special mountSupport 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
Source Grand Bazaar pg. 55
The terror bird makes a beak Strike; on a successful hit, the target takes 2d6
persistent bleed damage.
Animal Minion Source Tian Xia Character Guide pg. 123Tikar urchinpads are curious creatures that look similar to
jellyfish, have heads that resemble a floating plant or pad, and make use of their slimy tendrils to consume creatures that attempt to rest on the urchinpad’s head. Tikar urchinpads tend to float about in still water, soaking in the warmth of sunlight, not a care in the world. To the untrained eye, they appear only as a myriad of small, colorful squares sprawled out across a round pad, forming silhouettes of shapes that dazzle across the water’s surface.
Size Small or Medium
Melee [one-action] tendril (
agile,
finesse),
Damage 1d6 slashing
Str +2,
Dex +3,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses scent(precise, 10 feet)
Speed 10 feet, swim 40 feet
Support Benefit Your tikar urchinpad attempts to wrap its tendrils around your foe’s limbs, pulling it off balance. Until the end of your next turn, as long as you’re adjacent to your urchinpad, if you attempt to
Shove or
Trip an opponent and roll a critical failure, you get a failure instead.
Advanced Maneuver Wrapping Tendrils
Source Tian Xia Character Guide pg. 123
The urchinpad makes another tendril
Strike against the same target. If this Strike hits, the target is also
grabbed, as if the urchinpad had successfully
Grappled the target.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #177: Burning Tundra pg. 73Your companion is a triceratops or other armored dinosaur. If necessary, change the horn attack and damage type to an appropriate attack for the dinosaur (for example, an ankylosaurus would have a tail attack that deals bludgeoning damage).
Size Large
Melee [one-action] horn,
Damage 1d8 piercing
Melee [one-action] foot,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +2,
Cha +0
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (imprecise, 30 feet)
Speed 25 feet
Special mountSupport Benefit Your triceratops gores
prone targets in your wake. Until the start of your next turn, your Strikes that damage a prone creature in your triceratops's reach also deal 1d8
persistent bleed damage. If your triceratops is nimble or savage, the persistent bleed damage increases to 2d8.
Advanced Maneuver Lumbering Knockdown
Source Pathfinder #177: Burning Tundra pg. 74
Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked
prone.
This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path
Legacy Content
Uncommon Animal Minion Source Pathfinder #177: Burning Tundra pg. 74Your companion is a tyrannosaurus, allosaurus, or similar large, carnivorous dinosaur.
Size Large
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] foot,
Damage 1d6 bludgeoning
Str +3,
Dex +1,
Con +3,
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 tyrannosaurus roars and puts on a fearsome display as you attack, startling your foes. Until the start of your next turn, if you hit and deal damage to a creature within your tyrannosaurus's reach, the creature is
frightened 1.
Advanced Maneuver Overwhelm
Source Pathfinder #177: Burning Tundra pg. 74
The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is
grabbed.
Legacy Content
Rare Amphibious Beast Minion Source Monsters of Myth pg. 119Your companion is one of the few surviving members of a formerly lost species, hatched from the last clutch of Ulgrem-Axaan. As it's so young, its intelligence hasn't developed yet, but some day, it will become a highly intelligent creature. An Ulgrem-Lurann has the
beast trait instead of the
animal trait but otherwise functions normally as an animal companion.
Size Medium
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] tail,
Damage 1d6 bludgeoning
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +0,
Cha +1
Hit Points 6
Skill Intimidation Senses darkvisionSpeed 20 feet, swim 25 feet
Special The Ulgrem-Lurann has the
amphibious trait.
Support Benefit The Ulgrem-Lurann grabs at your foe and zaps it. Until the start of your next turn, each time you hit a creature in the Ulgrem-Lurann's reach with a Strike, the creature takes an additional 1d4 piercing damage and 1d4 electricity damage from the Ulgrem-Lurann. If the Ulgrem-Lurann is nimble or savage, the piercing damage and electricity damage each increase to 2d4.
Advanced Maneuver Snatch and Zap
Source Monsters of Myth pg. 119
The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature automatically becomes
grabbed by the Ulgrem-Lurann and takes 1d4 electricity damage (2d4 for a mature Ulgrem-Lurann or 3d4 for a specialized companion). The grabbed condition lasts until the end of your next turn, though the Ulgrem-Lurann can use
Grapple to attempt to extend the duration as normal.
Uncommon Fungus Minion Source Howl of the Wild pg. 95Your companion is a wide-capped mushroom capable of floating on air currents. A loop at the base of the stem acts as a stirrup for riding. An umbrella mushroom has the
fungus trait instead of the
animal trait, but it otherwise functions normally as an animal companion.
Size Large
Melee [one-action] stalk,
Damage 1d8 bludgeoning
Str +2,
Dex +2,
Con +3,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Stealth Senses low-light visionSpeed 15 feet, fly 30 feet
Special mount; when you use
Command an Animal to command your umbrella mushroom, it gains a reaction it can only use for its Float advanced maneuver
Support Benefit Your umbrella mushroom exudes sense dulling spores when you create an opening. Until the start of your next turn, your Strikes that damage a creature within your umbrella mushroom's reach becomes
stupefied 1 for 1 round. This effect has the
poison trait.
Advanced Maneuver Float
Float [reaction]
Source Howl of the Wild pg. 95Trigger The umbrella mushroom is falling.
The umbrella mushroom inflates buoyant air bladders and begins rotating to arrest the fall. It slows its descent to 60 feet per round. It can take this reaction even when
unconscious.
This Animal Companion may contain spoilers from the Blood Lords Adventure Path
Legacy Content
Uncommon Mindless Minion Undead Source Pathfinder #181: Zombie Feast pg. 77Your 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 darkvisionSpeed 20 feet, climb 20 feet
Special mindlessSupport 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
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.
Legacy Content
Rare Minion Undead Source 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 [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
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.
Legacy Content
Animal Minion Source Pathfinder #149: Against the Scarlet Triad pg. 80Your companion is a vulture, condor, or other large scavenging bird.
Size Small
Melee [one-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
Healing Manipulate Source Pathfinder #149: Against the Scarlet Triad pg. 80Frequency 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.
Animal Minion Source Pathfinder #208: Hoof, Cinder, and Storm pg. 79Belkzen’s native swine is the
bristle boar, a fearsome beast whose spines make it unsuitable for riding. Millennia ago, orcs seized domesticated pigs from neighboring lands and back-bred them to create the more fearsome
war pigs. These animals are large enough to carry an armored orc into combat, hardy enough to weather Belkzen’s badlands, and indiscriminate enough in their palate to subsist on whatever sustenance they can root up.
To the inexperienced handler, a war pig is a moody pet at best, though they’re quite intelligent and curious. Without proper enrichment and training, however, they seek their own entertainment—often by destroying gardens, eating spellbooks, or undermining the foundation of a small house. They’re also good at recognizing words, as war pigs have been known to destroy their pens if they hear the name of (but do not receive) their favorite treat.
Size Large
Melee [one-action] hoof (
agile),
Damage 1d6 bludgeoning
Melee [one-action] tusk,
Damage 1d8 piercing
Str +3,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +1
Hit Points 8
Skill Intimidation Senses low-light vision,
scent (
imprecise) 30 feet
Speed 35 feet
Special mount
Support Benefit Your war pig bodychecks your enemies, leaving them numb from the impact. Until the start of your next turn,
Strikes you make that deal damage to a creature within your war pig’s reach make the target
clumsy 1 until the end of your next turn.
Advanced Maneuver Bucking Frenzy
Source Pathfinder #207: Resurrection Flood pg. 79
The war pig transforms any fear it feels into fury before kicking wildly. Reduce the war pig’s
frightened value by 1 (minimum 0). The war pig then makes hoof Strikes against up to three different foes within its reach. These Strikes each take a –2 penalty to their attack rolls unless the war pig began its turn with the frightened condition. Each attack counts toward the war pig’s multiple attack penalty, but the penalty only increases after all the attacks have been made.
Uncommon Elemental Minion Water Source Rage of Elements pg. 41Your companion is a water elemental, such as a
brine shark.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
wave order.
Size Small
Melee [one-action] wave,
Damage 1d8 bludgeoning
Str +2,
Dex +2,
Con +1,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses darkvisionSpeed 15 feet, swim 35 feet
Special Resistances fire (equal to the water elemental's level)
Support Benefit Your water elemental waterlogs a foe. The first time before the start of your next turn you hit with a Strike that deals damage to a creature within your water elemental's reach, that creature becomes
clumsy 1 until the end of your next turn.
Advanced Maneuver Drench
Drench [one-action]
Source Rage of Elements pg. 41
Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to
counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls).
Legacy Content
Uncommon Animal Minion Source Impossible Lands pg. 107Your companion is a water wraith, an amphibious and expressive lizard capable of changing the color of its scales as it pleases. While your companion hasn't yet matured into its full strength and intelligence, it still serves you with admirable tenacity and loyalty, not to mention its lamprey-like mouth of lacerating teeth and eight clawed, slashing feet.
Access Characters from Alkenstar have access to this companion
Size Small
Melee [one-action] jaws,
Damage 1d8 piercing
Melee [one-action] claw (
agile),
Damage 1d6 slashing
Str +3,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 6
Skill Survival Senses Normal
Speed 20 feet, swim 25 feet
Special The water wraith can hold its breath for about 2 hours.
Support Benefit Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is
dazzled for 1 round.
Advanced Maneuver Gulp Blood
Source Impossible Lands pg. 107Requirements The water wraith's last action was a successful jaws attack against a foe.
The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6
persistent bleed damage. If the water wraith has a specialization, the water wraith instead gains 3d8 temporary Hit Points, and the target takes 3d6 persistent bleed damage. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion.
Animal Minion Source Player Core pg. 210Your companion is a wolf, dog, or other canine.
Size Small
Melee [one-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 Takedown
Source Player Core pg. 210Requirements The animal companion’s last action was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike
prone.
Uncommon Elemental Minion Plant Wood Source Rage of Elements pg. 41Your companion is a wood elemental, such as a
moss sloth.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).
Access You are a member of the
leaf order.
Size Small
Melee [one-action] branch,
Damage 1d8 bludgeoning
Str +2,
Dex +1,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Survival Senses darkvisionSpeed 25 feet, climb 25 feet
Support Benefit Your wood elemental entangles your foes with detachable branches and roots. Until the start of your next turn, if you hit with a Strike that deals damage to a creature in your wood elemental's reach, the creature takes a –5-foot circumstance penalty to its Speeds for 1 minute (–10 on a critical success). The creature, or a creature adjacent to it, can use an Interact action to unravel the branches and roots and remove the penalty.
Advanced Maneuver Grabbing Branches
Source Rage of Elements pg. 42
Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also
grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target
Escapes.
This Animal Companion may contain spoilers from the Triumph of the Tusk Adventure Path
Uncommon Dragon Minion Source Pathfinder #209: Destroyer's Doom pg. 81Though most wyverns are too prideful and headstrong to consider debasing themselves as “pets,” the
orcs living near Wyvernsting have a reputation for training these
drakes to serve as flying mounts. Exactly why wyverns acquiesce is unclear, though common theories include wyverns receiving treasure in exchange, being hatched in captivity so that they’ve never known freedom, or (most likely) that their orc trainers demonstrate such power and confidence that the drakes behave out of admiration. Over time, these wyverns’ most rebellious instincts have been quelled through selective breeding; otherwise the rate at which drakes eat their riders would be much, much higher.
Even with these friendlier characteristics, few riders are tough enough for a wyvern companion. These creatures expect their handlers to be mentally and physically strong, earning a place among the wyvern’s artificial flock. Especially steady wyverns can be trained as mounts, though their innate pride makes this a rather dangerous proposition; if the drake begins to doubt a rider’s commands, they might simply ignore orders or even buck their rider mid-air.
This wyvern is an advanced companion , available only to characters of 10th level or higher. At the GM’s discretion, a wyvern companion might be accessible at lower levels, but if so, it doesn’t gain the Unsteady Mount ability until 10th level. Before then, it might function as a mount but be unable to fly with a rider, or its ability to fly with a rider might only be usable for 1 round per 10 minutes.
Size Large
Melee [one-action] stinger,
Damage 1d6 piercing plus poison
Melee [one-action] jaws,
Damage 1d8 piercing
Str +2,
Dex +2,
Con +2,
Int -4,
Wis +1,
Cha +0
Hit Points 8
Skill Stealth Senses darkvision,
scent (
imprecise) 30 feet
Speed 20 feet, fly 40 feet
Special The wyvern’s stinger attack deals additional poison damage equal to 1 + 1 per weapon damage die.
Unsteady Mount The wyvern has the mount ability but is only strong enough to
fly in short bursts while carrying a rider; if it doesn’t end its turn on solid ground, it descends 30 feet without taking falling damage. At 14th level, a wyvern replaces this with the mount ability, removing this restriction.
Support Benefit Your wyvern whips its stinger at your foes. Until the start of your next turn, your
Strikes that damage a creature in your wyvern’s reach also deal 1d6
persistent poison damage. If your wyvern is
nimble or
savage, the persistent damage increases to 2d6.
Advanced Maneuver Diving Skewer
Animal Minion Source Tian Xia Character Guide pg. 123Yzobusare large equines abundant through the northeastern regions of Tian Xia, from the provinces of Hongal down to middle Tian Xia in the regions of Quain and Po Li. Here, herds of hundreds, if not thousands, have established themselves as nomads who have trekked from one end of the continent to the other as an unchanging tide of nature. Naturally, this resilience has led to their incorporation into these regions’ steeds and livestock, despite their inherent foul stench.
Size Large
Melee [one-action] horn,
Damage 1d8 piercing
Melee [one-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 mountSupport Benefit The next creature to make a melee attack against the yzobu or its rider before the start of your next turn is overwhelmed by the creature’s terrible stench and must attempt a Fortitude save. This DC is equal to your class DC or spell DC, whichever is higher. On a failure, the attacker takes a –2 circumstance penalty to its attack roll. This ability has the
olfactory trait.
Advanced Maneuver Raging Stampede
Source Tian Xia Character Guide pg. 123
The yzobu
Strides and then makes a horn
Strike. If the Strike hits, the target is
pushed 10 feet.
Legacy Content
Uncommon Mindless Minion Undead Source 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 [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 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.
This Animal Companion may contain spoilers from the Blood Lords Adventure Path
Legacy Content
Uncommon Mindless Minion Undead Source Pathfinder #181: Zombie Feast pg. 78Your 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 darkvisionSpeed 10 feet, fly 30 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 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
Source Pathfinder #181: Zombie Feast pg. 78Requirements 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.
This Animal Companion may contain spoilers from the Blood Lords Adventure Path
Legacy Content
Uncommon Mindless Minion Undead Source Pathfinder #181: Zombie Feast pg. 78Your 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 darkvisionSpeed 30 feet
Special mindless,
mountSupport 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
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.