Animal Companion

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.

Class Level HD BAB Fort Ref Will Skills Feats Natural Armor Str/Dex Bonus Bonus Tricks Special
1 2 +1 +3 +3 +0 2 1 +0 +0 1 Link, Share Spells
2 3 +2 +3 +3 +1 3 2 +0 +0 1 -
3 3 +2 +3 +3 +1 3 2 +2 +1 2 Evasion
4 4 +3 +4 +4 +1 4 2 +2 +1 2 Ability Score Increase
5 5 +3 +4 +4 +1 5 3 +2 +1 2 -
6 6 +4 +5 +5 +2 6 3 +4 +2 3 Devotion
7 6 +4 +5 +5 +2 6 3 +4 +2 3 -
8 7 +5 +5 +5 +2 7 4 +4 +2 3 -
9 8 +6 +6 +6 +2 8 4 +6 +3 4 Ability Score Increase, Multiattack
10 9 +6 +6 +6 +3 9 5 +6 +3 4 -
11 9 +6 +6 +6 +3 9 5 +6 +3 4 -
12 10 +7 +7 +7 +3 10 5 +8 +4 5 -
13 11 +8 +7 +7 +3 11 6 +8 +4 5 -
14 12 +9 +8 +8 +4 12 6 +8 +4 5 Ability Score Increase
15 12 +9 +8 +8 +4 12 6 +10 +5 6 Improved Evasion
16 13 +9 +8 +8 +4 13 7 +10 +5 6 -
17 14 +10 +9 +9 +4 14 7 +10 +5 6 -
18 15 +11 +9 +9 +5 15 8 +12 +6 7 -
19 15 +11 +9 +9 +5 15 8 +12 +6 7 -
20 16 +12 +10 +10 +5 16 8 +12 +6 7 Ability Score Increase

Class Level: This is 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.

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.

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.

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

Str/Dex Bonus: Add this modifier 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 for more details on how to teach an animal tricks). 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.

Special: This includes a number of abilities gained by animal companions as they increase in power. Each of these bonuses is described below.

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 spell with a range of touch) 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 save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex): The animal companion adds +1 to one of its ability scores.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

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 one of its natural weapons, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that 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.

Animal Skills
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.

Animal Feats
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.

Animal Choices
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. See Special Abilities for more information on these abilities. 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.

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.

Badger (Wolverine)
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 for 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.

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.

Bird (Eagle/Hawk/Owl)
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.

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 (Lion, Tiger)
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 (Cheetah, Leopard)
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 plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.

Crocodile (Alligator)
Starting Statistics: Size Small; Speed 20 ft., swim 30 ft.; AC +4 natural armor; Attack bite (1d6); 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, grab, sprint.

Dinosaur (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.

Dinosaur (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 (Tail attack causes 1 round daze, DC = 10 + 1/2 HD + Str. Fort Save. On a critical hit the stun lasts 1d4 rounds)

Dinosaur (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

Dinosaur (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

Dinosaur (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)

Dinosaur (Pteranodon)

Starting Statistics: Size Medium; Speed 10 ft., fly 50 ft. (clumsy); AC +0 natural armor; 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.

Dinosaur (Stegosaurus)

Starting Stats: Size Med.; Speed 30 ft.; AC +6 natural armor; 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 Adv: Size Large; AC +3 natural armor; Attack tail (2d8 plus trip); Ability Scores Str +8, Dex –2, Con +4.

Dinosaur (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.

Dinosaur (Deinonychus, Velociraptor)
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.

Dinosaur (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; Ability Scores Str +8, Dex -2, Con +4; Special Qualities grab.

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

Dire Bat
Starting Statistics: Size Medium; Speed 20 ft., fly 40 ft.; AC +0 Natural Armor; 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

Dire Rat
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); Ability Scores Str +2, Con +2.

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.

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

7th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities gnaw.

Elephant/Mastadon
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).

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.

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; Ability Scores Str 14, Dex 14, Con 15, Int 1, Wis 13, Cha 2; Special Qualities grab

7th-Level Advancement: Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores +8 Str, -2 Dex, +4 Con.

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.

4th-Level Advancement: Size Medium; AC +1 natural armor; Attack bite (1d6); Ability Scores Str +4, 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 Abilities 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, -5 to hit, only add 1/2 Str modifier to damage.

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 plus trip); Ability Scores Str +4, Dex –2, Con +2.

Lizard, Monitor
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. (poison Fort save 1/hour frequency (6), 1d2 Dex dmg; 1 save cure. Constitution based)

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

Octopus
Starting Statistics: Size Small; AC +1 natural; 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); 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.

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.

Ram
Starting Statistics: Size Small; Speed 40 ft.; AC +1 natural armor; 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

Rhinoceros
Starting Statistics: Size Medium; AC +4 natural; 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.

Roc
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.

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.

Snake, Constrictor
Starting Statistics: Size Medium; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3); Ability Scores Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.

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); Ability Scores Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities low-light vision, scent.

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

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 scent.

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

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