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List of Available Animal Companions




Vermin Companions
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
Types
Terrain*
Ant, giant
S
Any Species of Soldier Ant
Any
Antelope
S
Plains (temperate, warm)
Ape
M
Orangutans, gorillas, chimpanzees
Forest (warm)
Aurochs
M
Buffalo or bison
Plains (cold, temperate)
Baboon
S
Forest (warm)
Badger
S
Wolverines
Forest (temperate)
Bat, dire
M
Any Terrain (temperate, warm)
Bear
S
Black, Brown and Panda
Forest (cold)
Beetle, giant
S
Any
Bird
S
Any large birds such as eagles, hawks or owls
Mountains (temperate)
Boar
S
Forest (temperate)
Camel
L
Desert (warm)
Cat, big
M
Lions, tigers
Plains (warm), Forest (cold)
Cat, Small
S
Cheetahs, leopards
Plains (warm), Forest (warm)
Centipede, giant
S
Forests or Underground (temperate or warm)
Chameleon, giant
M
Forest (warm), Mountains (warm)
Crocodile
S
Alligators
Rivers/Lakes (Swamp (warm))
Dog
S
Any
Elephant
M
Mastodons or mammoths
Plains (warm)
Elk
M
Plains (temperate, cold)
Frog, giant
M
Swamp (temperate, warm)
Gecko, giant
S
Forest (warm), Mountains (warm)
Horse
L
Plains (temperate)
Hyena
S
Plains (warm)
Kangaroo
M
Hills (temperate), Plains (temperate)
Mantis, giant
M
Forest (temperate)
Monitor lizard
S
Forest (warm), Plains (warm)
Pony
M
Plains (temperate)
Ram
S
Mountains (temperate)
Rat, dire
S
Urban
Rhinoceros
M
Plains (warm)
Roc
M
Mountains (warm)
Scorpion, giant
M
Deserts, forests, plains, or underground (warm or temperate)
Slug, giant
M
Marshes or Underground (temperate or warm)
Snake, constrictor
M
Any kind of constrictor snake
Rivers/Lakes, Swamp (warm), Forest (warm)
Snake, viper
S
Any kind of poisonous snake
Any Terrain (temperate, warm)
Snapping turtle
M
Coastline, Rivers/Lakes, Swamp (temperate, warm)
Spider, giant
S
Any (warm)
Toad, giant
M
Forest (temperate), Plains (temperate, warm), Swamp (warm)
Vulture, giant
M
Plains (warm), Hills (warm)
Wasp, giant
M
Forests (temperate)
Wolf
M
Any, Forest (temperate)

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. *Note* the listed benefit at 4th or 7th level is the 4th/7th level advancement sections of the following animal descriptions.*

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.

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.

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.

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.