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Animal Companions

An animal companion's abilities are determined by the druid's level and its animal racial traits. Table: Animal Companion Base Statistics determines many of the base statistics of the animal companion. They remain creatures of the animal type for purposes of determining which spells can affect them.

Some animal companions can also have archetypes. Here is a list of the current companion archetypes:

Table: Animal Companion Base Statistics
Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Bonus Str/Dex Bonus Bonus Tricks Special
1st 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, share spells
2nd 3 +2 +3 +3 +1 3 2 +0 +0 1
3rd 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4th 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability score increase
5th 5 +3 +4 +4 +1 5 3 +2 +1 2
6th 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7th 6 +4 +5 +5 +2 6 3 +4 +2 3
8th 7 +5 +5 +5 +2 7 4 +4 +2 3
9th 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability score increase, Multiattack
10th 9 +6 +6 +6 +3 9 5 +6 +3 4
11th 9 +6 +6 +6 +3 9 5 +6 +3 4
12th 10 +7 +7 +7 +3 10 5 +8 +4 5
13th 11 +8 +7 +7 +3 11 6 +8 +4 5
14th 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability score increase
15th 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved evasion
16th 13 +9 +8 +8 +4 13 7 +10 +5 6
17th 14 +10 +9 +9 +4 14 7 +10 +5 6
18th 15 +11 +9 +9 +5 15 8 +12 +6 7
19th 15 +11 +9 +9 +5 15 8 +12 +6 7
20th 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability score increase

Class Level

The character's druid level. The druid's class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion's statistics.

HD

This is the total number of eight-sided (d8) Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal.

Just so you know...

The following information is not official in terms of general campaign usage. It is copied from the Pathfinder Society Organized Play FAQ section because we thought it might be helpful information for a player or GM in adjudicating common problems or questions. Usage is up to the GM of your game.

How do I determine hit points for my animal companion?

Animal companions receive average hit points per hit die. For d8, the average is 4.5. Multiply 4.5 times the number of hit dice your animal companion has and round down. Recalculate hit points for your companion each time it gains additional hit dice. After its hit points are calculated, add in appropriate bonuses from its Constitution modifier, feats, and so on.

[Source]

BAB

This is the animal companion's base attack bonus. An animal companion's base attack bonus is the same as that of a druid of a level equal to the animal's HD. Animal companions do not gain additional attacks using their natural weapons for a high base attack bonus.

Fort/Ref/Will

These are the animal companion's base saving throw bonuses. An animal companion has good Fortitude and Reflex saves.

Skills

This lists the animal's total skill ranks. Animal companions can assign skill ranks to any skill listed under Animal Skills. If an animal companion increases its Intelligence to 10 or higher, it gains bonus skill ranks as normal. Animal companions with an Intelligence of 3 or higher can purchase ranks in any skill. An animal companion cannot have more ranks in a skill than it has Hit Dice.

Animal companions can have ranks in any of the following skills:

Acrobatics* (Dex), Climb* (Str), Escape Artist (Dex), Fly* (Dex), Intimidate (Cha), Perception* (Wis), Stealth* (Dex), Survival (Wis), and Swim* (Str).

All of the skills marked with an (*) are class skills for animal companions. Animal companions with an Intelligence of 3 or higher can put ranks into any skill.

Feats

This is the total number of feats possessed by an animal companion. Animal companions should select their feats from those listed under Animal Feats. Animal companions can select other feats, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until they gain their second feat at 3 Hit Dice.

Animal companions can select from the following feats:

Acrobatic, Agile Maneuvers, Armor Proficiency (light, medium, and heavy), Athletic, Blind-Fight, Combat Reflexes, Diehard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.

Animal companions with an Intelligence of 3 or higher can select any feat they are physically capable of using. GMs might expand this list to include feats from other sources.

FYI There are new feats intended for Animals. Here are a few:

Natural Armor Bonus

The number noted here is an improvement to the animal companion's existing natural armor bonus.

Str/Dex Bonus

Add this value to the animal companion's Strength and Dexterity scores.

Bonus Tricks

The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex)

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)

The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex)

If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase (Ex)

The animal companion adds +1 to any one of its ability scores.

Multiattack

An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex)

When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Vermin Companions

Source: Ultimate Magic

Vermin companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Vermin companions can be trained as if they were animals using the Handle Animal skill.

Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as per Handle Animal. Vermin companions have no skill points or feats as long as they have the mindless quality.

Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks.

Table: Animal Choices
Name Size Use for... Terrain* Source
Allosaurus M
Forest (warm), Plains (warm) B2
Ankylosaurus M
Forest (warm), Plains (warm) B1
Ant, giant S
Any UM
Antelope S
Plains (temperate, warm) B3
Ape M
Forest (warm) CRB
Archelon M
Coastlines (warm, temperate), Water (warm, temperate) B3
Arsinoitherium M
Plains (temperate) B2
Aurochs M Buffalo or bison Plains (cold, temperate) B1
Axe beak M
Plains (temperate) B3
Baboon S
Forest (warm) B2
Badger1 S Wolverines Forest (temperate) CRB
Baluchitherium M
Forest (warm) B3
Basilosaurus M
Ocean (any) B3
Bat, dire M
Any Terrain (temperate, warm) B1
Bear S
Forest (cold) CRB
Beetle, giant S
Any UM
Bird1 S Any large birds such as eagles, hawks or owls Mountains (temperate) CRB
Boar3,4 S
Forest (temperate) CRB
Brachiosaurus M
Forest (warm), Plains (warm) B1
Camel1,2,4 L
Desert (warm) CRB
Cat, big M Lions, tigers Plains (warm), Forest (cold) CRB
Cat, Small1 S Cheetahs, leopards Plains (warm), Forest (warm) CRB
Centipede, giant S
Forests or Underground (temperate or warm) UM
Chameleon, giant M
Forest (warm), Mountains (warm) B3
Crab, Giant S
Any aquatic UM
Crocodile S Alligators Rivers/Lakes (Swamp (warm)) CRB
Deinonychus S Velociraptors Forest (warm) CRB
Dimetrodon M
Forest (warm) B3
Dimorphodon S
Coastline or Forest (warm) AP37
Dog1,3,4 S
Any CRB
Dolphin M
Ocean (cold, temperate, warm) B1
Eel, electric S
Warm fresh water B1
Elasmosaurus M
Ocean (warm) B1
Elephant M Mastodons or mammoths Plains (warm) B1
Elk M
Plains (temperate, cold) B3
Frog, giant M
Swamp (temperate, warm) B1
Gar M
Marshes and Aquatic (temperate, warm) B2
Gecko, giant S
Forest (warm), Mountains (warm) B3
Goblin dog S
Forest (temperate), Swamp (temperate), Underground B1
Glyptodon M
Plains (temperate) B2
Hippopotamus M
Rivers (warm) B2
Horse1,2,4 L
Plains (temperate) CRB
Hyena S
Plains (warm) B1
Iguanodon M
Forest (warm), Swamp (warm) B3
Kangaroo M
Hills (temperate), Plains (temperate) B3
Llama S   Hills, Mountains (cold or temperate) AnA
Leech, giant S
Marsh (temperate or warm) UM
Manta ray M
Ocean (warm) B2
Mantis, giant M
Forest (temperate) UM
Megalania M
Forest (warm), Plains (warm) B3
Megaloceros M Giant elk Forest (temperate, warm), Plains (temperate) B2
Megatherium M
Forest (temperate, warm) B2
Monitor lizard S
Forest (warm), Plains (warm) B1
Moose M   Forest (cold) AnA
Moray eel, giant M
Ocean (warm) B1
Octopus S
Ocean (cold, temperate) B1
Orca M Killer whales Ocean (cold) B1
Pachycephalosaurus M
Plains (warm, temperate) B3
Panda S   Jungle (temperate or warm) AnA
Parasaurolophus M
Forest (warm), Plains (warm) B2
Pony1,2,4 M
Plains (temperate) CRB
Pteranodon M
Coastline B1
Quetzalcoatlus M
Coastline, swamps, or plains (warm) AP37
Ram S
Mountains (temperate) B2
Rat, dire S
Urban B1
Rhinoceros M
Plains (warm) B1
Roc M
Mountains (warm) B1
Scorpion, giant M
Deserts, forests, plains, or underground (warm or temperate) UM
Shark1 S
Ocean (cold, temperate, warm) CRB
Slug, giant M
Marshes or Underground (temperate or warm) UM
Snake, constrictor1 M Any kind of constrictor snake Rivers/Lakes, Swamp (warm), Forest (warm) CRB
Snake, viper1 S Any kind of poisonous snake Any Terrain (temperate, warm) CRB
Snapping turtle M
Coastline, Rivers/Lakes, Swamp (temperate, warm) B2
Spider, giant S
Any (warm) UM
Spinosaurus M
Forest (warm), Swamp (warm) B3
Squid M
Ocean (cold, temperate, warm) B1
Stegosaurus M
Plains (warm) B1
Stingray S
Ocean (warm) B2
Thylacine S
Hills (warm) B3
Toad, giant M
Forest (temperate), Plains (temperate, warm), Swamp (warm) B2
Triceratops M
Plains (warm) B1
Tylosaurus M
Ocean (warm), Rivers/Lakes B2
Tyrannosaurus M
Forest (warm), Plains (warm) B1
Vulture, giant M
Plains (warm), Hills (warm) B3
Walrus M   Coastlines (cold) AnA
Wasp, giant M
Forests (temperate) UM
Wolf1,2 M
Any, Forest (temperate) CRB
Sample Animal Companions

Listed by Effective Druid level can be found Here

1 Ranger
2 Cavalier
3 Cavalier (at least 4th level)
4 Paladin (ask GM if not a heavy horse or pony)

Animal Companion Descriptions

Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature's full base attack bonus unless otherwise noted. Animal attacks add the animal's Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent.  As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion's Dexterity and Constitution by 2.

Allosaurus

Starting Statistics

Size Medium, Speed 40 ft.; AC +4 natural armor; Attack bite (1d6), 2 claws (1d4)*; Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities grab, pounce.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

Ankylosaurus

Starting Statistics

Size Medium; Speed 30 ft.; AC +9 natural armor; Attack tail (1d6); Ability Scores Str 10, Dex 14, Con 9, Int 2, Wis 12, Cha 8; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities stun.

Stun (Ex)

The ankylosaurus's tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC (10 + 1/2 HD + Str modifier) Fortitude save or be dazed for 1 round. If the strike is a critical hit and the target fails its save, it is instead stunned for 1d4 rounds.

Ant, Giant

Starting Statistics

Size Small; Speed 30 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus grab); Ability Scores Str 10, Dex 12, Con 15, Int —, Wis 12, Cha 10; Special Qualities low-light vision, scent; CMD trip +8.

4th-Level Advancement

Size Medium; Attack bite (1d6 plus grab), sting (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison ( frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC).

Antelope

Starting Statistics

Size Small; Speed 60 ft.; AC +1 natural armor; Attack gore (1d4); Ability Scores Str 10, Dex 17, Con 14; Int 2; Wis 13; Cha 5; Special Qualities low-light vision.

4th-Level Advancement

Ability Scores Str +2, Dex +2, Con +2.

Ape

Starting Statistics

Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack bite (1d4), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 10, Int 2, Wis 12, Cha 7; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d6), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Archelon

Starting Statistics

Size Medium; Speed 15 ft., swim 50 ft.; AC +10 natural armor; Attack bite (1d6); Ability Scores Str 8, Dex 10, Con 9, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, hold breath, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8), Ability Scores Str +8, Dex –2, Con +4.

Arsinoitherium

Starting Statistics

Size Medium; Speed 30 ft.; AC +4 natural armor; Attack gore (1d8); Ability Scores Str 14, Dex 12, Con 15, Int 2, Wis 13, Cha 3; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack gore (2d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge (gore, 2d8), trample.

Aurochs

Starting Statistics

Size Medium; Speed 40 ft.; AC +1 natural armor, Attack gore (1d6); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities stampede, trample.

Stampede (Ex)

A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.

Axe Beak

Starting Statistics

Size Medium; Speed 50 ft.; Attack bite (1d6 + 1-1/2 Str); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 11, Cha 10; Special Qualities low-light vision.

4th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8 + 1-1/2 Str); Ability Scores Str +8, Dex –2, Con +4; Special Attacks sudden charge.

Sudden Charge (Ex)

When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.

Baboon

Starting Statistics

Size: Small; Speed: 30 ft.; Attack bite (1d4); Ability Scores: Str 12, Dex 15, Con 12, Int 2, Wis 12, Cha 5; Special Qualities: low-light vision.

4th-Level Advancement

Ability Scores Str +2, Con +2.

Badger

Starting Statistics

Size Small; Speed 30 ft., burrow 10 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Attacks rage (as a barbarian, 6 rounds per day); Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2.

Baluchitherium

Starting Statistics

Size Medium; AC +4 natural armor; Speed 40 ft.; Attack 2 hooves (1d4); Ability Scores Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack 2 hooves (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks trample.

Basilosaurus

Starting Statistics

Size Medium; Speed swim 40 ft.; AC +1 natural armor; Attack bite (1d4), tail slap (1d4); Ability Scores Str 11, Dex 14, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision, hold breath.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d6), tail slap (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities blindsense 60 ft.

Bat, Dire

Starting Statistics

Size Medium; Speed 20 ft., fly 40 ft. (good); Attack bite (1d6); Ability Scores Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6; Special Qualities blindsense 40 ft.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

Bear

Starting Statistics

Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2.

Beetle, Giant

Starting Statistics

Size Small; Speed 20 ft., fly 20 ft. (poor); AC +6 natural armor; Attack bite (1d6); Ability Scores Str 13, Dex 12, Con 13, Int —, Wis 11, Cha 4; Special Qualities darkvision; CMD trip +8.

4th-Level Advancement

Size Medium; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks trample (1d4).

Bird

Starting Statistics

Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Qualities low-light vision.

4th-Level Advancement

Ability Scores Str +2, Con +2.

Boar

Starting Statistics

Size Small; Speed 40 ft.; AC +6 natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack gore (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks ferocity.

Brachiosaurus

Starting Statistics

Size Medium; Speed 30 ft.; AC +3 natural armor; Attack tail (2d4); Ability Scores Str 13, Dex 14, Con 11, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack tail (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities trample (1d8).

Camel

Starting Statistics

Size Large; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4) or spit (ranged touch attack, target is sickened for 1d4 rounds, range 10 feet); Ability Scores Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.

4th-Level Advancement

Ability Scores Str +2, Con +2.

Cat, Big

Starting Statistics

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).

Cat, Small

Starting Statistics

Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.

Sprint (Ex)

Once per hour, a small cat can move at 10 times its normal speed (500 feet) when it makes a charge.

Centipede, Giant

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [6], effect 1 Dex damage, cure 1 save, Con-based DC); Special Qualities darkvision 60 ft.; CMD can’t be tripped.

4th-Level Advancement

Size Medium; Attack bite (1d6 plus poison); Ability Scores Str +4, Dex –2, Con +2.

Chameleon, Giant

Starting Statistics

Size Medium; Speed 30 ft., climb 30 ft.; Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 14, Int 2, Wis 11, Cha 7; Special Qualities +10 Stealth when still, low-light vision.

4th-Level Advancement

Size Large; Speed 40 ft., climb 40 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks pull (tongue, 5 ft.), tongue.

Tongue (Ex)

A giant chameleon can grab a foe with its tongue and draw the victim to its mouth. This tongue attack has a reach of 15 feet. The attack does no damage, but allows the creature to grab. A giant chameleon does not gain the grappled condition while using its tongue in this manner.

Crab, Giant

Starting Statistics

Size Small; Speed 30 ft., swim 20 ft.; AC +5 natural armor; Attack 2 claws (1d3 plus grab); Ability Scores Str 13, Dex 14, Con 13, Int —, Wis 11, Cha 4; Special Attacks constrict (1d3); Special Qualities aquatic, darkvision, water dependency (survive out of water for 1 hour per point of Con, after which it begins to suffocate as if it were drowning); CMD trip +12.

4th-Level Advancement

Size Medium; Attack 2 claws (1d4 plus grab); Ability Scores Str +2, Dex –2, Con +2; Special Attacks constrict (1d4).

Crocodile

Starting Statistics

Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2; Special Qualities hold breath, low-light vision.

4th-Level Advancement

Size Medium; Attack bite (1d8) or tail slap (1d12); Ability Scores Str +4, Dex –2, Con +2; Special Attacks death roll, sprint.

Death Roll (Ex)

When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

Hold Breath (Ex)

A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.

Sprint (Ex)

Once per minute a crocodile may sprint, increasing its land speed to 40 feet for 1 round.

Deinonychus

Starting Statistics

Size Small; Speed 60 ft.; AC +1 natural armor; Attack 2 talons (1d6), bite (1d4); Ability Scores Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Medium; AC +2 natural armor; Attack 2 talons (1d8), bite (1d6), 2 claws (1d4) Ability Scores Str +4, Dex –2, Con +2; Special Attacks pounce.

Dimetrodon

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str 12, Dex 16, Con 14, Int 1, Wis 12, Cha 3; Special Attacks tearing bite.

Tearing Bite (Ex)

A dimetrodon's jaws are filled with razor-sharp teeth of two different sizes. This gives the creature a threat range of 19–20 with its bite attack.

7th-Level Advancement

Size Large; AC +1 natural armor; Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4.

Dimorphodon

Source AP37

Starting Statistics

Size Small; AC +1 natural armor; Speed 10 ft., fly 30 ft. (average); Attack bite (1d4); Ability Scores Str 10, Dex 19, Con 10, Int 2, Wis 13, Cha 12; Special Qualities low-light vision, scent.

7th-level Advancement

Size Medium; Attack bite (1d6); Ability Scores Str 14, Dex 17, Con 12; Special Qualities poison.

Dog

Starting Statistics

Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Dolphin

Starting Statistics

Size Medium; Speed swim 80 ft.; AC +1 natural armor; Attack slam (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, hold breath.

4th-Level Advancement

Ability Scores Str +2, Dex +2, Con +2; Special Qualities blindsight 120 ft.

Eel, Electric

Starting Statistics

Size Small; Speed 5 ft., swim 30 ft.; Attack bite (1d6); Ability Scores Str 12, Dex 14, Con 18, Int 1, Wis 10, Cha 6; Special Qualities amphibious, low-light vision, electricity resistance 5.

4th-Level Advancement

AC +2 natural armor; Ability Scores Dex +2, Con +2; Special Qualities electricity (1d6), electricity resistance 10.

Elasmosaurus

Starting Statistics

Size Medium; Speed 20 ft., swim 50 ft.; AC +2 natural armor; Attack bite (1d8); Ability Scores Str 10, Dex 18, Con 12, Int 2, Wis 13, Cha 9; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.

Elephant/Mastodon

Starting Statistics

Size Medium; Speed 40 ft.; AC +4 natural armor; Attack gore (1d8), slam (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 2, Wis 13, Cha 7; Special Abilities low-light vision, scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack gore (2d6), slam (1d8); Ability Scores +8 Str, –2 Dex, +4 Con; Special Abilities trample (2d6).

Elk

Starting Statistics

Size Medium; Speed 50 ft.; AC +1 natural armor; Attack gore (1d6) or 2 hooves (1d3); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special Qualities low-light vision.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack gore (1d8) or 2 hooves (1d4); Ability Scores Str +8, Dex –2, Con +4.

Frog, Giant

Starting Statistics

Size Medium; Speed 30 ft.,swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Qualities low-light vision, scent, tongue, pull.

Tongue (Ex)

A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner.

4th-Level Advancement

Ability Scores Str +2, Dex +2; Special Qualities swallow whole.

Gar

Starting Statistics

Size Medium; Speed swim 60 ft., AC +1 natural armor, Attack bite (1d6 plus grab); Ability Scores Str 14, Dex 14, Con 15, Int 1, Wis 13, Cha 2.

7th-Level Advancement

Size Large; AC +3 natural armor, Attack bite (1d8), Ability Scores +8 Str, –2 Dex, +4 Con.

Gecko, Giant

Starting Statistics

Size Small; Speed 30 ft.; Attack bite (1d6); Ability Scores Str 11, Dex 15, Con 12, Int 2, Wis 14, Cha 7; Special Qualities expert climber, low-light vision.

Expert Climber (Ex)

A gecko's feet allow it to climb virtually any surface, no matter how slick or sheer. In effect, geckos are treated as constantly being under a natural version of the spell spider climb.

4th-Level Advancement

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (2d4); Ability Scores Str +4, Dex –2, Con +2.

Goblin Dog

Starting Statistics

Size Small; Speed 50 ft.; Attack bite (1d4); Ability Scores Str 11, Dex 16, Con 11, Int 2, Wis 12, Cha 8; Special Qualities allergic reaction, low-light vision, scent.

Allergic Reaction (Ex)

A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC (10 + 1/2 Hit Dice + Con modifier) Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect.

4th-Level Advancement

Size Medium; AC +1 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +4.

Glyptodon

Starting Statistics

Size Medium; Speed 20 ft.; AC +5 natural armor, Attack 2 claws (1d8); Ability Scores Str 13, Dex 12, Con 13, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack 2 claws (1d10); Ability Scores Str +8, Dex –2, Con +4

Hippopotamus

Starting Statistics

Size Medium; Speed 40 ft.; AC +6 natural armor; Attack bite (1d8); Ability Scores Str 11, Dex 12, Con 12, Int 2, Wis 13, Cha 5; Special Qualities low-light vision, scent, sweat.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (2d8); Ability Scores Str +8, Dex –2, Con +4; Special Ability trample.

Horse

Starting Statistics

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d4), 2 hooves* (1d6); Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

4th-Level Advancement

Ability Scores Str +2, Con +2; Special Qualities combat trained.

Hyena

Starting Statistics

Size Small; Speed 50 ft.; AC +2 natural armor; Attack bite (1d4 plus trip); Ability Scores Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Iguanodon

Starting Statistics

Size Medium; Speed 30 ft.; AC +3 natural armor; Attack claw (1d6); Ability Scores Str 17, Dex 15, Con 15, Int 2, Wis 12, Cha 7.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack claw (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Attacks thumb spikes.

Thumb Spikes (Ex)

An iguanodon's thumb spikes can inflict grievous wounds—they deal triple damage on a successful critical hit.

Kangaroo

Starting Statistics

Size Medium; Speed 40 ft.; Attack kick (1d4); Ability Scores Str 12, Dex 14, Con 13, Int 2, Wis 11, Cha 7; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack kick (1d6); Ability Scores Str +4, Dex +2, Con +2.

Llama

Source Animal Archive

Starting Statistics

Size Small; Speed 40 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 11, Dex 16, Con 12, Int 2, Wis 13, Cha 9; Special Qualities low-light vision.

4th-Level Advancement

Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +4.

Leech, Giant

Starting Statistics

Size Small; Speed 5 ft., swim 20 ft.; AC +0 natural armor; Attack bite (1d4 plus attach); Ability Scores Str 9, Dex 14, Con 12, Int —, Wis 10, Cha 1; Special Attacks attach, blood drain (1 Str); Special Qualities amphibious, blindsense 30 ft., scent, susceptible to salt; CMD can’t be tripped.

7th-Level Advancement

Size Medium; Attack bite (1d6 plus attach); Ability Scores Str +2, Dex –2, Con +2; Special Attacks blood drain (1 Str and 1 Con damage); Special Qualities blindsight 30 ft.

Manta Ray

Starting Statistics

Size Medium; Speed swim 60 ft.; AC +1 natural armor; Attack tail slap (1d4); Ability Scores Str 8, Dex 15, Con 11, Int 1, Wis 13, Cha 2; Special Qualities low-light vision.

4th-Level Advancement

Size: Large; AC +2 natural armor; Attack tail slap (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities blindsense 30 ft.

Mantis, Giant

Starting Statistics

Size Medium; Speed 30 ft., climb 30 ft., fly 40 ft. (average); AC +3 natural armor; Attack 2 claws (1d4 plus grab); Ability Scores Str 10, Dex 15, Con 10, Int —, Wis 12, Cha 7; Special Attacks lunge; Special Qualities darkvision; CMD trip +8.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks mandibles (1d6 secondary attack against a grabbed target), sudden strike (may take a full attack in the surprise round).

Megalania

Starting Statistics

Size Medium; Speed 30 ft.; AC +1 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +1 natural armor; Attack bite (1d8 plus grab and poison); Ability Scores Str +4, Dex –2, Con +4.

Megaloceros

Starting Statistics

Size Medium; Speed 50 ft.; AC +3 natural armor, Attack gore (1d8); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 15, Cha 5; Special Abilities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack gore (2d6), 2 hooves (1d4)*; Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge (2d6).

* This is a secondary natural attack, see Combat for more information on how secondary attacks work.

Megatherium

Starting Statistics

Size Medium; Speed 40 ft., climb 10 ft.; AC +5 natural armor, Attack 2 claws (1d4); Ability Scores Str 9, Dex 14, Con 11, Int 2, Wis 13, Cha 6; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack 2 claws (1d6), Ability Scores Str +8, Dex –2, Con +4; Special Qualities rend (2 claws, 1d8).

Monitor Lizard

Starting Statistics

Size Small; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6 plus grab); Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent

7th-Level Advancement

Size Medium, AC +2 natural armor; Attack bite (1d8 plus grab and poison [frequency 1 hour (6), effect 1 Dex damage, cure 1 save, Con-based DC]); Ability Scores Str +4, Dex –2, Con +4

Moose

Source Animal Archive

Starting Statistics

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack gore (1d6), 2 hooves (1d3); Ability Scores Str 12, Dex 15, Con 14, Int 2, Wis 13, Cha 7; Special Qualities low-light vision.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack gore (1d8), 2 hooves (1d4); Ability Scores Str +6, Dex –2, Con +4; Special Attacks powerful charge.

Moray Eel, Giant

Starting Statistics

Size Medium; AC +5 natural armor; Speed swim 30 ft.; Attack bite (1d8 plus grab); Ability Scores Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8; Special Qualities low-light vision.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities gnaw.

Octopus

Starting Statistics

Size Small; AC +1 natural armor; Speed 20 ft., swim 30 ft., jet 200 ft.; Attack bite (1d3), tentacles (grab); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 3; Special Qualities low-light vision, ink cloud.

4th-Level Advancement

Attack bite (1d3 plus poison [frequency 1 round (6), effect 1 Str damage, cure 1 save, Con-based DC]); Ability Scores Str +2, Con +2.

Orca

Starting Statistics

Size Medium; Speed swim 80 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 11, Dex 19, Con 10, Int 2, Wis 14, Cha 6; Special Qualities low-light vision, hold breath.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities blindsight 120 ft.

Pachycephalosaurus

Starting Statistics

Size Medium; Speed 30 ft.; AC +3 natural armor; Attack gore (1d8); Ability Scores Str 15, Dex 16, Con 13, Int 2, Wis 12, Cha 5.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack gore (1d10); Ability Scores Str +8, Dex –2, Con +4; Special Attacks clobbering charge.

Clobbering Charge (Ex)

When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur's charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur's bull rush attempt. The save DC is Strength-based.

Panda

Source Animal Archive

Starting Statistics

Size Small; Speed 30 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 13, Dex 12, Con 14, Int 2, Wis 13, Cha 9; Special Qualities low-light vision.

7th-Level Advancement

Size Medium; AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +4; Special Attacks powerful bite.

Parasaurolophus

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Attack tail (1d6); Ability Scores Str 11, Dex 18, Con 9, Int 2, Wis 13, Cha 10; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack tail (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities trample (1d8).

Pony

Starting Statistics

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack 2 hooves (1d3); Ability Scores Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.

4th-Level Advancement

Ability Scores Str +2, Con +2; Special Qualities combat trained.

Pteranodon

Starting Statistics

Size Medium; Speed 10 ft., fly 50 ft. (clumsy); Attack bite (1d8); Ability Scores Str 8, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.

Quetzalcoatlus

Source AP37

Starting Statistics

Size Medium; AC +2 natural armor; Speed 30 ft., fly 50 ft. (clumsy); Attack bite (1d8); Ability Scores Str 9, Dex 21, Con 10, Int 2, Wis 14, Cha 12; Special Qualities low-light vision, scent.

9th-level Advancement

Size Large; AC +3 natural armor; Attack bite (2d6/×3), 2 wings (1d4); Ability Scores Str +8, Dex –2, Con +4; Special Qualities razor-sharp beak.

Razor-Sharp Beak (Ex)

A quetzalcoatlus's razor-sharp beak has a critical modifier of x3.

Ram

Starting Statistics

Size Small; Speed 40 ft.; AC +1 natural; Attack gore (1d3); Ability Scores Str 10, Dex 17, Con 11, Int 2, Wis 14, Cha 7; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack gore (1d4); Ability Scores Str +4, Dex –2, Con +2; Special Attacks powerful charge (1d8); Bonus Feat Improved Bull Rush.

Rat, Dire

Starting Statistics

Size Small; Speed 40 ft., climb 20 ft., swim 20 ft.; Attack bite (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 4; Special Qualities low-light vision, scent.

4th-Level Advancement

Attack bite (1d4 plus disease [filth fever: onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves, Con-based DC]); Ability Scores Str +2, Con +2.

Rhinoceros

Starting Statistics

Size Medium; AC +4 natural armor; Speed 40 ft.; Attack gore (1d8); Ability Scores Str 14, Dex 14, Con 15, Int 2, Wis 13, Cha 5; Special Qualities scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge (gore, 2d8).

Roc

Rocs taken as animal companions by druids or rangers are typically newly hatched birds—a baby roc is the size of a person and ready for flight and hunting within minutes of hatching. Unfortunately for druids seeking animal companions of legendary size, an animal companion roc is limited to Large size—still large enough for a Medium druid or ranger to use the flying beast as a mount.

Starting Statistics

Size Medium; AC +5 natural armor; Speed 20 ft., fly 80 ft.; Attack 2 talons (1d4), bite (1d6); Ability Scores Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11; Special Qualities low-light vision.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack 2 talons (1d6 plus grab), bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

Scorpion, Giant

Starting Statistics

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d4 plus grab) and sting (1d4 plus poison); Ability Scores Str 11, Dex 12, Con 12, Int —, Wis 10, Cha 2; Special Attacks poison ( frequency 1 round (6), effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 ft; CMD trip +12.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack 2 claws (1d6 plus grab) and sting (1d6 plus poison); Ability Scores Str +8, Dex –2, Con +4; Special Attacks poison ( frequency 1 round [6], effect 1d2 Str damage, cure 1 save, Con-based DC); Special Qualities tremorsense 60 ft.

Shark

Starting Statistics

Size Small; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 15, Con 15, Int 1, Wis 12, Cha 2; Special Qualities low-light vision, scent.

4th-Level Advancement

Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2; Special Qualities blindsense 30 ft.

Slug, Giant

Starting Statistics

Size Medium; Speed 20 ft.; AC +4 natural armor; Attack tongue (1d4 plus 1 acid); Ability Scores Str 13, Dex 8, Con 13, Int —, Wis 10, Cha 1; Special Attacks spit acid (ranged touch attack, 30 foot range, 1d6 acid damage); Special Qualities blindsense 30 ft., DR 5/slashing or piercing, susceptible to salt; CMD can’t be tripped.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack tongue (1d6 plus 1d2 acid); Ability Scores Str +2, Dex –2, Con +2; Special Attacks spit acid (ranged touch attack, 30-foot range, 1d8 acid damage); Special Qualities blindsight 30 ft.

Snake, Constrictor

Starting Statistics

Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus grab); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Qualities low-light visionscent.

4th-Level Advancement

Size Large; AC +1 natural armor; Attack bite (1d4); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d4.

Snake, Viper

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Qualities low-light visionscent.

4th-Level Advancement

Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.

Snapping Turtle

Starting Statistics

Size Medium; Speed 20 ft., swim 20 ft.; AC +10 natural armor; Attack bite (1d6); Ability Scores Str 8, Dex 10, Con 9, Int 1, Wis 13, Cha 6; Special Qualities low-light vision, hold breath, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8 plus grab), Ability Scores Str +8, Dex –2, Con +4

Spider, Giant

Starting Statistics

Size Small; Speed 30 ft., climb 30 ft.; AC +0 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int —, Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4], effect 1 Str damage, cure 1 save, Con-based DC); Special Qualities darkvision, tremorsense 30 feet; CMD trip +12.

4th-Level Advancement

Size Medium; AC +1 natural armor; Attack bite (1d6 plus poison); Ability Scores Str +4, Dex –2, Con +2.

Spinosaurus

Starting Statistics

Size Medium; Speed 30 ft., swim 20 ft.; AC +3 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 3.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4.

Squid

Starting Statistics

Size Medium; AC +1 natural armor; Speed swim 60 ft., jet 240 ft.; Attack tentacles (1d4 plus grab), bite (1d3); Ability Scores Str 14, Dex 15, Con 11, Int 2, Wis 12, Cha 2; Special Qualities low-light vision, ink cloud.

Ink Cloud (Ex)

A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.

4th-Level Advancement

Ability Scores Str +2, Con +2.

Stegosaurus

Starting Statistics

Size Medium; AC +6 natural armor; Speed 30 ft.; Attack tail (2d6); Ability Scores Str 10, Dex 18, Con 10, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack tail (2d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.

Stingray

Starting Statistics

Size Small; Speed swim 40 ft.; Attack sting (1d3 plus poison [frequency 1 round (4), effect 1d2 Dex and 1 Con damage, cure 1 save, Con-based DC]); Ability Scores Str 6, Dex 15, Con 13, Int 1, Wis 13, Cha 2; Special Qualities low-light vision.

4th-Level Advancement

Size Medium; AC +1 natural armor; Attack sting (1d4); Ability Scores Str +4, Dex -2, Con +2; Special Qualities blindsense 30 ft.

Thylacine

Starting Statistics

Size Small; Speed 30 ft.; Attack bite (1d4); Ability Scores Str 12, Dex 15, Con 16, Int 2, Wis 13, Cha 7; Special Qualities low-light vision, powerful jaws.

Powerful Jaws (Ex)

A thylacine's muscular jaws threaten a critical hit on a natural roll of 19 or 20.

4th-Level Advancement

Size Medium; AC +2 natural armor; Attack bite (1d6); Ability Scores Str +4, Dex -2, Con +4.

Toad, Giant

Starting Statistics

Size Medium; Speed 30 ft.,swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 1, Wis 9, Cha 6; Special Qualities low-light vision, scent.

4th-Level Advancement

Ability Scores Str +2, Dex +2; Special Qualities poison skin (poison—contact, frequency 1 round (4), effect 1d2 Wis damage, cure 1 save, Con-based DC]), swallow whole.

Poison Skin (Ex)

A creature that strikes a giant toad with an unarmed strike or natural weapon exposes itself to the toad's poisonous skin.

Triceratops

Starting Statistics

Size Medium; Speed 30 ft.; AC +6 natural armor; Attack gore (1d8); Ability Scores Str 10, Dex 13, Con 11, Int 2, Wis 12, Cha 7.

7th-Level Advancement

Size Large, AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful charge (gore, 2d8).

Tylosaurus

Starting Statistics

Size Medium; Speed 20 ft., swim 50 ft.; AC +3 natural armor; Attack bite (1d6); Ability Scores Str 10, Dex 17, Con 10, Int 2, Wis 13, Cha 9; Special Qualities low-light vision, scent.

7th-level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8 plus grab); Ability Scores Str +8, Dex –2, Con +4.

Tyrannosaurus

Starting Statistics

Size Medium, Speed 30 ft.; AC +4 natural armor; Attack bite (1d8); Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +3 natural armor; Attack bite (2d6 plus grab); Ability Scores Str +8, Dex –2, Con +4; Special Qualities powerful bite.

Powerful Bite (Ex)

A tyrannosaurus applies twice its Strength modifier to bite damage.

Vulture, Giant

Starting Statistics

Size Medium; AC +2 natural armor; Speed 10 ft., f ly 50 ft. (average); Attack bite (1d8); Ability Scores Str 12, Dex 15, Con 14, Int 2, Wis 15, Cha 7; Special Qualities low-light vision, +4 on saves vs. disease.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4.

Walrus

Source Animal Archive

Starting Statistics

Size Medium; Speed 20 ft., swim 40 ft.; AC +3 natural armor; Attack gore (1d6); Ability Scores Str 14, Dex 13, Con 14, Int 2, Wis 13, Cha 9; Special Qualities hold breath, low-light vision.

7th-Level Advancement

Size Large; AC +4 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex –2, Con +4; Special Qualities fatal gore.

Wasp, Giant

Starting Statistics

Size Medium; Speed 20 ft., fly 60 ft. (good); AC +2 natural armor; Attack sting (1d6 plus poison); Ability Scores Str 10, Dex 14, Con 11, Int —, Wis 13, Cha 4; Special Attacks poison ( frequency 1 round [6], effect 1 Dex damage, cure 1 save, Con-based DC); Special Qualities darkvision; CMD trip +8.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack sting (1d8 plus poison); Ability Scores Str +8, Dex –2, Con +4.

Wolf

Starting Statistics

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light visionscent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4.

Intelligent Animals

Source: Animal Archive

One of the surest ways to complicate the relationship between an adventurer and her animal companion is to cast awaken on the beast. The moment the spell takes effect, an animal companion ceases to be a class feature, and instead becomes a person—an NPC whose Intelligence has increased by 3d6 (potentially making it as smart as or smarter than the caster), and who has an increased Charisma score and knows at least one spoken language.

An adventurer considering awakening his animal companion should keep in mind the awaken spell's potential drawbacks. Most pointedly, awakened animals can no longer serve as companions, and the character must follow the rules for Leadership if he wishes to take the animal as an official cohort. Further, an intelligent animal can be difficult to manage. After awakening, animals are predisposed to be friendly toward whoever cast the spell— in this case, presumably their masters. Yet if an animal was mistreated during its time as a companion, or is treated poorly after its awakening, that friendliness is mixed with a sense of confusion that can last anywhere from a few moments to a few hours as the animal reconciles the abuse with the great gift it's been given. Since awaken is not a charm or mind-control spell, there's nothing to prevent awakened animals from resenting mistreatment in the same way a normal person of their intelligence level would, and they're no more inclined to be automatically servile than anyone else. More than one careless druid has found her awakened animal companion refusing to follow instructions, leaving to pursue its own goals, or even seeking vengeance for its former “enslavement.”

On the flip side, there are many advantages to awakening an animal companion. If treated well, an awakened animal may become a valuable member of an adventuring party, adding new perspective to problems and fighting alongside its friends. Awakened animals can also make stealthy and reliable snoops (for who guards her words in front of a dog?), teach adventurers about their native environments, act as guides, and provide a valuable surprise weapon against enemies who think them mere brutes. Druids, in particular, may find awakening animal companions appealing—either because they wish to become true friends with their companions, or because they would value the animals' skills as allies. A devious druid, upon witnessing an enemy mistreating its companion, may even cast awaken in secret upon the beast, trusting that its natural instincts will make it turn on its oppressor.

Although the personalities of awakened animals are as varied as those of adventurers, augmented animals often exhibit traits hearkening back to their species. Similarly, certain types of animals may favor specific classes, battle tactics, or even weapons. The following are examples of some broad animal groups' commonalities.

Avians: Raptors such as eagles, hawks, and owls—as well as more bizarre fliers—tend to develop aloof, detached personalities, while smaller individuals are often more social and high-strung. Awakened avian animals keenly observe the world around them—often understanding it much better than their demure natures might imply— and are adept at inferring others' desires, motives, and intentions. These intelligent flyers are shrewdly calculating and opportunistic, especially when it comes to ensuring their own survival. Awakened birds can often be found high above a fracas, coldly deciding on the best course of action, and only entering a fray when it's in their best interest or that of their friends.

In combat, avian animals enjoy taking opponents by surprise, favoring training as rogues and ninjas, though they may also enjoy a bard's ability to soar above the fray and inspire with their songs and majestic screeches. In these capacities, the birds often use their winged stealth to their advantage, taking cover in trees and then striking quickly and silently. Awakened avian animals use their natural weapons, but often with a twist—devious awakened flyers have been known to drop smoke shot, chain shot, and even bombs on unsuspecting enemies.

Land Mammals (Large): Relishing their brute size and strength, large mammals—such as bison, lions, and rhinoceroses—tend to divide along predator/prey lines. Herbivores tend to be generally docile but easily spooked or enraged, while predators are aggressive and cunning, constantly seeking social dominance. Whether they're among cowering villagers or in a raiding party, these animals love to tell stories of their physical prowess, and awakened large animals tend to be the worst kind of braggadocios.

In combat, most large animals gravitate toward brash, volatile tactics, becoming barbarians or fighters who enjoy wading into battle before thinking. The exceptions are those hunters like the great cats that rely on stealth and tracking, who are just as likely to become rogues or rangers as they are to become barbarians. Some large mammals, however, have been known to become samurai, replacing their natural affinity for recklessness with precision and discipline.

Large mammals recognize the value in using their natural weapons, and augment those weapons in any way they can. For a rhinoceros, that might mean sharpening its deadly horn, while a lion might tip its claws with poison and a bison might overrun its enemies with spiked chainmail affixed to its chest.

Land Mammals (Small and Medium): Encompassing perhaps the widest variety of species—including creatures like cheetahs, hyenas, ponies, and weasels—Small and

Medium mammals tend to adopt mischievous, resourceful personalities when awakened. Used to living in vast ecosystems full of larger predators, these creatures are accustomed to using any advantage they have, banding together with allies or manipulating others to serve their own designs.

In battle, these animals tend to be smart and savvy, shrewd at observing situations and determining whether it would be most advantageous to fight or run. Those animals who prefer combat to diplomacy tend to value speed and stealth, thus making barbarians and rogues natural choices, yet the natural curiosity of many smaller animals may also lead them to the study of magic, from wizardry to druidism, which brings their own environments under their control. These creatures tend to be opportunistic, perpetually on the lookout for interesting magic items to help augment their natural abilities.

Aquatic Animals: Often as mysterious as the depths in which they live, ocean dwellers are predisposed to developing deep, philosophical personalities when awakened. The reflective natures of animals such as giant squid, whales, and dolphins typically manifest in one of two ways: they either find majesty in nature or adopt a religion. Once awakened, aquatic animals also tend to be the most creative and artistic group of creatures.

Of all awakened creatures, aquatic animals are the most likely to become clerics or paladins—or cult leaders, for that matter. Aquatic animals who eschew religion may instead pursue training as druids or bards, or crave the intellectual stimulation of wizardry. In battle, aquatic animals prefer to rely on the gifts their personal beliefs provide, casting divine spells or weaving intricate battle songs and spells. As a rule, aquatic animals eschew combat and fight only when necessary for survival unless an enemy threatens something the animal holds sacred. Because they so dislike combat, aquatic animals rarely alter their natural weapons.

Primates: Perhaps the most human in their perspectives, augmented primates such as monkeys, baboons, and gorillas tend to have a wide range of personalities. Most are highly social and communicative, though this does not always make them great allies as they form intense attachments, manipulate others, and vie for dominance. Perhaps reflecting their impulsive personalities, primates generally pursue whatever paths seem appropriate in any given moment, and are likely to multiclass, training as anything from barbarians, fighters, rangers, and rogues, to exotic callings such as gunslingers and even magi. Those smaller primates used to traveling quickly through trees make great burglars and sailors, while gorillas and chimpanzees make better mercenaries and berserkers, charging into foes with terrifying force. The weapons primates wield also run the gamut. A gorilla might choose an enormous club, a chimpanzee a two-handed sword that lets him take advantage of his tremendous strength, and a monkey a hand crossbow or blunderbuss.

Reptiles: From the lizard to the constrictor snake to the ankylosaurus, awakened reptiles tend to be haughty and disdainful toward others. They eschew company whenever possible, preferring instead to be alone with their increasingly complex thoughts. Although their gruff exteriors can be off-putting, once an adventurer has earned an awakened reptile's friendship, it lasts for a lifetime.

When they are forced to pursue a discipline, smaller reptiles favor esoteric orders and studies, perhaps becoming druids, oracles, or even witches, while larger reptiles—such as dinosaurs—are often content to remain savagely effective barbarians. Poisonous creatures might become rogues, ninjas, and assassins, supplementing their own poisons with those of others. Though not necessarily evil, reptiles often retain predatory streaks that can seem cruel to others, and some crave violence and the thrill of the hunt over all. In combat, as in most things, reptiles rarely show anger or passion, instead pursuing their goals with cold, emotionless drive, their expressions nearly impossible for other creatures to read.