Companions and Familiars: W

2 companions and familiars, from Water Wraith to Wolf.

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Water Wraith · Wolf

Water Wraith

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.

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Wolf

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 [R]

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.

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