Requirements The snake has a smaller creature grabbed. Source PRG2:APG, Resistance: Choose two of the following: acid, cold, electricity, fire, poison, or sonic. It gains the deny advantage ability, so it isn’t flat-footed to hidden, undetected, or flanking creatures unless such a creature’s level is greater than yours. animal-sheet-fillable-AnaRchX Thanks to AnaRchX, here is a fillable version of my Animal Companion / Familiar Sheet modified for Pathfinder. 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. Your companion terrorizes foes with dominance displays and pushes them around the battlefield. If using Claw attack, and it hits, it can use Bear Hug for its second action. Companion Type Animal Monster Entry Link Starting Statistics: Size Medium; Speed 30 ft.; AC +3 natural armor; Attack bite (1d8); Ability Scores Str 15, Dex 19, Con 8, Int 2, Wis 15, Cha 10; Special Qualities low-light vision. 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. Melee [one-action] tail (agile), Damage 1d6 bludgeoning, Ability Scores Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0. On my turn, I use "Command An Animal" to have it Strike, one of: Jaw attack is +16 (=+6+10), 3d8+6 piercing, Claw attack is +16 (agile), 3d6+6 slashing. Imp Invisibility Once per hour, your imp familiar can cast 2ndlevel invisibility on itself as a divine innate spell. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. In many other parts of the world, donkeys, mules, and oxen pull carts or plows. Access You are a member of the leaf order. This action includes making a Strike but does not have the Attack trait (unlike most of the other companion special attack actions) so there is no multiple attack penalty for the second Strike. 2. Source PRG2:APG. Bonded animal doesn't stack with familiars or animal companions. You can select this ability repeatedly, choosing a different skill each time. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. Its unarmed attacks ignore half an object’s Hardness. Your companion acts on their own initiative unless they are being used as a mount, in which case they act on their own. Your familiar can’t be an animal that naturally has more familiar abilities than your daily maximum familiar abilities. Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha +0. Special Your cat deals 1d4 extra precision damage against flatfooted targets. Once you’ve selected a specific familiar, you can’t change it without losing your familiar— this uses the same rules as if your familiar had died. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Green: Good options. Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained, and if it was already trained in one of those skills from its type, increase its proficiency rank in that skill to expert. Your companion is a particularly large bat, such as a giant bat. When you do, you lose all sensory information from your own body, but can sense through your familiar’s body for up to 1 minute. The Speed entry gives your companion’s Speeds. It deals 3 additional damage with its unarmed attacks. DESCRIPTION. In general this guide recommends that companions are treated most like follows or an NPC party member. Each creature in the area must attempt a Fortitude save against your class DC or spell DC, whichever is higher. You must be able to prepare cantrips or add them to your repertoire to select this. 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). 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.