2 companions and familiars, from Water Wraith to Wolf.
Companion
Size Small
Melee jaws, Damage 1d8 piercing
Melee claw (agile), Damage 1d6 slashing
Str +3 Dex +2 Con +2 Int -4 Wis +1 Cha +0
Hit Points 6
Skill Survival
Speed 20 feet, swim 25 feet
Special The water wraith can hold its breath for about 2 hours.
Support Benefit Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is dazzled for 1 round.
Advanced Maneuver Gulp Blood
Gulp Blood
Requirements The water wraith's last action was a successful jaws attack against a foe.
The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d8 persistent bleed damage. If the water wraith has a specialization, the water wraith instead gains 3d8 temporary Hit Points, and the target takes 3d6 persistent bleed damage. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion.
LOIL, page 107.
Companion
Size Small
Melee jaws (finesse), Damage 1d8 piercing
Str +2 Dex +3 Con +2 Int -4 Wis +1 Cha +0
Hit Points 6
Skill Survival
Senses scent 30 feet (imprecise), low-light vision
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Advanced Maneuver Knockdown
Knockdown
Requirements The animal companion's last action was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike prone.
Core Rulebook, page 216.