Companions and Familiars: S

6 companions and familiars, from Scorpion to Spellslime.

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Scorpion · Shadow Familiar · Shadow Hound · Shark · Snake · Spellslime

Scorpion

Companion

Size Small

Melee [>] stinger, Damage 1d6 piercing plus poison

Melee [>] pincer (agile), Damage 1d6 slashing

Str +3 Dex +3 Con +1 Int -4 Wis +1 Cha +0

Hit Points 6

Skill Stealth

Senses darkvision

Speed 30 feet

Special The scorpion's stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.

Support Benefit Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion's reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.

Advanced Maneuver Grab and Sting

Grab and Sting [>>]

The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.

Advanced Player’s Guide, page 145.

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Shadow Familiar

Familiar

uncommon shadow 

Access You're a Shadowcaster.

Required Number of Abilities 7

Granted Abilities darkvision, manual dexterity, master's form, resistance (cold and negative), shadow step

Become Shadow [>] (shadow, transmutation) The shadow familiar transforms its body into barely tangible shadow. It gains resistance to all damage (except force) equal to half your level but can't use any actions requiring a physical form. The familiar can also slip through gaps at least 2 inches wide, or 1 inch wide if it Squeezes. It can use this action again to return to its normal form. This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

Steal Shadow [>] (necromancy) Frequency once per 10 minutes; Effect The shadow familiar makes a melee attack with an attack roll modifier equal to your spell attack roll modifier. If the Strike is successful, the target is enfeebled 1 and its shadow disappears. After 24 hours, the enfeebled condition ends, and they regain their shadow once more. Any effect that reduces or removes the enfeebled condition restores their shadow as well. This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

Secrets of Magic, page 229.

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Shadow Hound

Companion

Access You're a Shadowcaster.

Size Small

Melee [>] jaws (finesse), Damage 1d8 piercing

Str +2 Dex +3 Con +1 Int -4 Wis +1 Cha +1

Hit Points 4

Skill Intimidation

Senses scent 30 feet (imprecise), darkvision

Speed 30 feet

Support Benefit Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a Strike and that creature is within reach of your shadow hound, both you and your shadow hound become concealed to the creature until the end of your next turn.

Advanced Maneuver Bay

Bay [>>]

The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a language and don't take any penalty due to not sharing a language.

Secrets of Magic, page 228.

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Shark

Companion

Size Small

Melee [>] jaws, Damage 1d8 piercing

Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0

Hit Points 6

Skill Stealth

Senses scent 60 feet (imprecise), blood scent

Speed swim 40 feet

Special The shark has the aquatic trait. Its blood scent enables it to smell blood in the water from up to 1 mile away.

Support Benefit When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to 2d8.

Advanced Maneuver Shred

Shred [>]

Requirements The shark hit with a jaws Strike on its most recent action this turn.

The shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).

Advanced Player’s Guide, page 145.

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Snake

Companion

Size Small

Melee [>] jaws (finesse), Damage 1d8 piercing

Str +3 Dex +3 Con +1 Int -4 Wis +1 Cha +0

Hit Points 6

Skill Stealth

Senses scent 30 feet (imprecise), low-light vision

Speed 20 feet, climb 20 feet, swim 20 feet

Support Benefit Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.

Advanced Maneuver Constrict

Constrict [>]

Requirements The snake has a smaller creature grabbed.

The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized animal companion, increase this damage to 20.

Core Rulebook, page 216.

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Spellslime

Familiar

ooze 

Required Number of Abilities 4

Granted Abilities climber, darkvision, tough

Magic Scent Your spellslime familiar gains an imprecise sense with a range of 30 feet that enables it to smell magic of the same tradition as your own.

Ooze Defense Your spellslime familiar is easy to hit, but it lacks weak points. It is immune to critical hits and precision damage, but its AC is only 10 + your level (instead of an AC equal to yours).

Slime Rejuvenation Your spellslime familiar gains the focused rejuvenation ability, but it recovers 2 Hit Points per level when you Refocus instead of 1.

Advanced Player’s Guide, page 147.

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