Their entries and advancement are the same as for animal companions, with two exceptions. This pale mass of fungal matter looks something like a spider with a thorny, acidic mouth in place of a body. When the character gets to level 7, Bears have 10 base Natural armor, large size, +4 Strength, -2 Dexterity, +4 Constitution. This manifestation is triggered automatically when the companion successfully damages a corporeal undead with a natural attack. 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. Size Medium; AC +2 natural armor; Attack bite (2d6 plus grab); Ability Scores Str +2, Dex –2, Con +4; Special Qualities grab (Large), swallow whole (Medium). 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. 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. Druids and Clerics gain bonus spells like Hold Animal and Dominate Animal, but Inquisitors miss out. Size Medium; Speed 20 ft., swim 30 ft.; AC +3 natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 14, Con 15, Int 1, Wis 12, Cha 4; Special Qualities amphibious, tremorsense 30 ft. (underwater only), scent. This transcendence is both beautiful and wondrous, but as with all magic, there is always a cost. This large lizard can display a frightening frill on its neck when it charges. Despite its obvious grotesqueness, the creature is quite affectionate, perhaps even overly and inappropriately so. The palsy doesn’t impact its abilities, and actually aids the accursed companion when it loses mobility from other sources. 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. Size Medium; AC +2 natural armor; Attack bite (1d8 plus 1d4 acid); Ability Scores Str +4, Dex –2, Con +2; Special Attacks spit acid (ranged touch attack, 30-foot range, 1d8 acid damage); Special Qualities darkvision 60 ft. The following creatures can be chosen as beast companions by a character with the Beast Speaker feat. AC +2 natural armor; Ability Scores Str +2, Dex –2, Con +4; Racial Skill Modifiers +4 Stealth. Size Large, AC +3 natural armor; Attack gore (2d6); Ability Scores Str +8, Dex –2, Con +4; SQ ferocity, reflexive strike. Size Large; Speed climb 30 ft.; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6 plus grab); Ability Scores Str +8, Dex –2, Con +4. An animal companion’s abilities are determined by the druid’s level and its animal racial traits. After the first chapter, players can meet Okbo the wolf (erroneously called “Dog”) who acts as a 7th member whenever Ekundayo is in the party. Any character with the animal companion or mount class ability can choose to gain an accursed animal companion once a previous animal companion has suffered a violent, humiliating, or particularly horrible death. Its jaws are capable of crushing things with great force. Size Small; Speed 30 ft.; AC +1 natural armor; Attack slam (1d4 plus poison); Ability Scores Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 9; Special Attacks poison (frequency 1 round [4]; effect 1d2 Wis damage and dazzled; cure 1 save; Con-based DC); Special Qualities darkvision 60 ft., defensive puff (1/minute as an immediate action when hit, the fungus can expose one adjacent creature to its poison); CMD can’t be tripped. Size Tiny; Alignment any nongood; Speed 20 ft.; Attack bite (1d3), tail* (1d3); Ability Scores Str 8, Dex 17, Con 11, Int 4, Wis 10, Cha 7; Languages Draconic. Size Large; Speed 30 ft.; AC +4 natural armor; Attack gore (1d8); Ability Scores Str 14, Dex 10, Con 12, Int 2, Wis 10, Cha 5; Special Qualities low-light vision, scent. Get an animal companion. Compiled by Schutzengel and ByteBiter An animal companion is an animal chosen by a druid, a sacred huntsmaster inquisitor, a mad dog barbarian, a cleric/inquisitor with animal domain, a ranger or a Sylvan sorcerer as an adventuring aide. They have a 1d6 bite, and 4 1d4 claws. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion’s Strength and Constitution by 2. Followers are a little more complex because there can be so many of them and they don’t usually adventure with you. Indirect repercussions for the animal ’ s muscular jaws threaten a critical hit control: Charm person, Weapon! A bestial flash persists Intelligence score and possess the treesinger druid archetype common problems questions... 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