Additionally, your companion gains resistance to fire damage. Despite being known for having a particularly puny brain, it also has two intelligence. The +4 bonus to wild empathy and handle animal with your companion makes it considerably easier to teach additional tricks. Most familiar s were originally animals, though the ritual of becoming a familiar makes them something more. All of the skills marked with an (*) are class skills for animal companions, so they get the +3 class skill bonus just like you do. This is still a striker, but less of a scary damage striker, and more of a support striker. Improved Evasion (Ex): Leaps and bounds better than evasion. Additional senses like Darkvision are nice, but difficult to make use of unless you are running Speak With Animals and your companion is intelligent enough to communicate useful information. At medium size it has decent strength and dexterity, but very little constitution. You can use them to fly in and flank with you, but with only 12 con and negligible natural armor, your Bird is going to get eaten by something bigger and scarier. 4th level brings more speed and medium size, but meaningful improvement. 7th level brings large size, probably 10 foot reach (the Huge Parasaurolophus has 15 foot reach), and all of the normal size changes to ability scores. The addition of Grab makes the turtle look like a Grab Striker, but with so little move speed and still very low strength, the Turtle isn't going to be very successful. If it keeps in line with other animal companions with poison, it should deal 1 dexterity damage per round for 6 rounds, with 1 save to cure, and a con-based DC equal to 10 plus the Megalania's constitution modifier. Their natural armor is very small, but they have good dexterity and constitution. It has paper thin natural armor, but it has good ability scores and a bite with grab. The Giant Crab has average speed and a slightly slower swim speed. While magic items for animal companions are somewhat more rare, they are not unheard of. Keep in mind that there is actually a DC of 10 to make your companion do something, and a strict DM might make you roll for that. Once your Animal Companion reaches 3 Intelligence it can take any feat which it qualifies for. In addition, because the giant spider is a vermin, it has no intelligence score and can't be made intelligent. You may be able to use it as a mount if your DM is nice enough to let you sit between the Stegosaurus back frill/spine things, but that may be a bit of a stretch. The Giant Vulture now has an impressive 20 strength and 2d6 bite, and 18 constitution to back up its poor defensive stats. Giant Centipedes are slow, but have a climb speed. It also gains a poison for which no stats are provided. Elk get the same speed as a horse, and seem like a possible mount option. Like skills, your selection of feats depends heavily on your companions role. They have 2 intelligence, which means they can easily be made intelligent, and have three attacks. The Giant Spider has average move speed and a matching climb speed. . Their natural armor is equal (and bad), and the Orca's bite is slightly more damaging than the Dolphin's slam. Level 4 brings some minor ability score improvements, Poison Skin, and Swallow Whole. A companion has an investiture limit of two items (instead of the 10-item limit a player character has). Even at small size the crocodile is a respectable defender and striker. The Seahorse has a respectable +4 natural armor, and good ability scores off the bat. Animal Companions anglerfish, armorfish, blue whale, dolphin, dunkleosteus, gar, giant seahorse, hammerhead shark, manta ray, narwhal, orca, plesiosaurus, shark, stingray, tylosaurus, walrus. Ability Score Increase (Ex): This allows you to add 1 to any of your companions ability scores. Badgers bring a climb speed and a very rare burrow speed to the table. 214 2.0 An animal companion is a loyal comrade who follows your orders. As their Animal Focus ability negates the need for belts of STR/DEX/CON. First, familiarize yourself with the table below, taken from the Druid class entry. Level 7 brings large size and all of the typical associated benefits. With 40 speed, decent natural armor, and respectable stats, Elephants are decent right from the start. With some armor, it could make a passable defender or striker. If your party is light on armor, you may need a defender. The biggest draw here is the 60 foot blindsense. If the Megatherium's ability scores weren't so poor, it might make a decent striker. Its physical ability scores are fairly poor, but it also gets blindsense 30 feet, and some DR. Its real draw is its Spit Acid special attack. 7th level brings Large size, and all of the usual ability score adjustments. 7th level brings Large size, and all of the usual ability adjustments, but no special abilities of any sort. This makes the giant scorpion a powerful Grab Striker, and if your DM is a little crazy it might even serve as a mount. It can serve as a scout or a mount, but damage is not in the dire bat's wheelhouse. 604 2.0 These are a wide variety of items … They start out small with only mediocre natural armor, and not a lot of strength to put behind their three attacks. Large size makes it a potentially viable mount for medium creatures. Because it now has only 11 dexterity (before the Animal Companion bonuses), Reflexive Strike is important for the Styracosaurus to serve as an area control tank. I was originally going to play a lancer, but the more I researched, I realized the potential of having a large lion as a weapon, rather than a lance. While this is somewhat boring, it brings the Spinosaurus to an outstanding 26 strength (not counting the animal companion bonus), making all three of its natural attack very, very scary. One of the very few animal companions to get additional speed, level 4 adds 10 feet to the Giant Chameleon's move and climb speed, some natural armor, and some small ability score improvements. https://t.co/w3gGXvGHFM, — (((Chris Perkins))) (@ChrisPerkinsDnD) June 8, 2016, @ChrisPerkinsDnD a spider monkey companion with a wand of magic missiles would be pretty cool. However, the DC for the poison is constitution-based, and with only 10 constitution, the poison won't be doing a whole lot. The Stegosaurus likely also gains 10 foot reach, as the Huge version has 15 foot reach. No low-light vision or scent, but you get darkvision. It has startlingly good constitution for such a small creatures, but is otherwise largely unremarkable. Starting off at medium size with a respectable +5 natural armor, good bite damage and Grab, the moray eel is an aquatic Grab striker. The Forgotten Realms original map draw by Ed Greenwood! The strength damage is fairly small, but there doesn't appear to be a limit on how often it can be used, and you can always harvest poison from it to give to your rogue. Heck, they can take Stealth and Sleight of Hand and BEthe party Rogue. 4th level brings the crab to medium size, and adds some tiny bonuses to ability scores. Their big appeal is blindsight 120 feet once they hit 4th level, which turns them into very vast, very powerful underwater scouts. At medium size this is a very large squid. While wearable wondrous items typically resize themselves to fit a creature trying to wear them, the 7th level brings large size, with all the normal size adjustments to ability scores, plus an extra point of natural armor. However, I Obvious choices like Horses, Ponies, Camels, and Riding Dogs are clearly meant to serve as mounts, so we can try to draw some parallels to make good rulings on what might be allowed to be ridden. Okay, with 3 intelligence identifying spells isn't going to go well, but you get my point. It gets a +10 to stealth when still, which doesn't help much with the proactive nature of adventuring. A smaller, more dextrous version of the wolf. The improved strength is great, and Trample makes Overrun a better option. The monitor lizard has average move speed, a swim speed to match, and fairly good ability scores for a small creature. Numerous additional animals are presented in this list, and in each case, rules for using them as companions are included. The Giant Toad closely resembles the Giant Frog, but comes with a different, and more useful set of special abilities. This increase brings its ability scores roughly in line with the base Horse. Also note that most animals have low-light vision and scent, so we can consider those two senses a base line for animal companions. Dimetrodon are long, short-legged dinosaurs with really tall frills that run the length of their body. It is immensely fast, and has a primary bite attack that deals a puny 1d6 damage. The ankylosaurus has 2 intelligence, which makes it easy to make it intelligent, but be sure to invest in its low constitution, and boost it strength to raise the DC on Stun. Level 7 brings large size with all of the usual ability score improvements, which helps to keep the Wolf a viable Trip monster. A flying dinosaur, the Dimorphodon has impressive flight speed, but clumsy maneuverability. The Ranger's most iconic choice, the Wolf is a solid option. Can't find any existing items for them in DMG Any tips? 4th level brings some really pointless ability improvements, and adds Filth Fever to their bites, which will likely never matter in a fight because diseases take days to do anything. Their attacks are fairly weak, and they have to choose between their gore or their hoof attacks. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4. The potential ability to serve as a non-spikey mount makes this an even better option. Devotion (Ex): Enchantment spells are some of the scariest spells in the game, and having your fuzzy friend turn and attack you is never a good situation. It has average move speed with a slightly slower swim speed, it gets some natural armor, three attacks, and a stunning 18 strength right off the bat. I support a limited subset of Pathfinder's rules content. View Cart; Help; Pathfinder . Large might also make it a potential mount for medium creatures, but cats don't seem like they would make for a pleasant ride. Basically a prehistoric armadillo, the Glyptodon has good natural armor but slow speed. Unfortunately the Triceratops ability scores are still relatively bad, but with some investment and the right rider, the Triceratops can be a serious threat. Context An 11th level PC in a game that I DM is a ranger6/rogue3/warlock2. As anyone who remembers their middle-school math (and order of operations) knows, if you are going to both add and multiply in the same calculation, it matters which order you do it in. One of the few underwater choices to get scent, the shark also gets has a swim speed of 60, +4 natural armor, and fairly good ability scores for a small creature. It has +6 natural armor at medium size, but is other ability scores are poor. They are roughly the size of humans (medium), so they could carry a small rider without issue. 7th level brings Large size with all of the usual ability score adjustments, and adds grab to the turtle's bite. With Agile Maneuvers and a little help, the Hyena can still be an effective tripper, but will need a lot of help to deal any meaningful damage. It has 50 foot move speed, decent natural armor, and decent ability scores, but only a single gore attack. It also gets a +4 bonus on saves against disease, not that those matter much. Consider purchasing items for your companion or just give it items you no longer need (such as your +1 ring of … Animal Companions. The roc also gets three primary natural atacks, but with so little constitution and strength, it won't do much damage. Its speed is only 20 feet, but it has matching climb and swim speeds. 4th level brings medium size, slightly better stats, a tiny bit of natural armor, and 10 more feet of move speed. Its saving graces are a high dexterity, darkvision, tremsorsense, and a strength damaging poison. Couple with its other impressive ability scores, this thing is an impressive fighting machine. Unfortunately, it has only one point of natural armor. Coupled with Grab, the Giant Weasel is a high risk Grab Striker due to its Small size and poor strength. Bison, buffalo, and all manner of horned cattle are represented by the Aurochs. They can take Additional Traitsto get Trap Finderand disarm magical traps as well as any Rogue. You think the smaller size might at least give it slightly better dexterity. With poor starting strength, its bite attack isn't very impressive. Investing Companion Items Source Core Rulebook pg. Both are Pounce-based Strikers, but with a few differences. Apes have a climb speed and become large, but I don't think I would try to use one as a mount. DMG P116 Crocodile Animal Companion: CR -; Medium magical beast And awaken's text says specifically that awakened animals can't be familiars, animal companions or paladin mounts. 7th level brings Large size, a pile of additional natural armor, and about half of the usual ability score improvements for large size. Animal companion was a common spell used by shugenja and wu jen in Kara-Tur.3 The spell was very rare outside Kara-Tur.1 1 Effects 2 Components 3 Appendix 3.1 References This spell was similar to animal friendship. The 9 constitution is a bit of problem unless you improve it, but with some armor and Toughness, the Ankylosaurus can stand alongside your fighter and potentially have a higher AC with little cash investment. Dire Rats get decent move speed, as well as climb and swim speeds. The attack is weak, especially with only 9 strength, but with 9 constitution and no natural armor, this thing needs to stay out of combat. The iconic workhorse of Summon Monster I, now as your long suffering cohort. In addition to being a sturdy mount, it can make for a passable striker. Level 4 makes the giant ant somewhat more useful, but doesn't fix its low natural armor, and only slightly improves its strength. Strength, dexterity, and constitution are obvious choices, but intelligence opens up a lot of options for your companion. You might consider incorporating these special animal companion rules if you or your duet partner are an animal lover who wants the fun of having an animal companion without: 1. a) running them as a full PC or sidekick or 2. b) unnecessarily bringing the loss of a pet or treasured creature to your very fun D&D table We also think these rules work well if you already have a sidekick or DMPC in your central partybut are still looking to give your PC a boost. The Orca can most easily be compared to the Dolphin, both biologically and statistically. Based on the Bestiary 5 Diplodocus entry, a large Diplodocus might have 10 or even 15 foot reach, which would make it a viable area control defender even without the Ankylosaurus's Stun ability. The most common cost multipliers are for size, for unusual shape (in the case of armor; this usually refers to barding), and for cold iron (which doubles the cost). The constrictor has much lower strength and constitution, but it has excellent dexterity and a poison which deals constitution damage. 7th level brings Large size, but very little in the way of ability improvements. The chameleon has average speed and a matching climb speed. A good choice board `` animal companions really improve the Gar 's performance with Grab makes charges! Increment beyond large reasonable conclusion before making any rules assumptions or character choices Stingray to scout for creatures. Too little damage, and has slightly less tail Slap damage, very! 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