Oct 17, 2019 - Explore Samantha Allaker | Fantasy Aut's board "Animal Companions", followed by 2352 people on Pinterest. Poison Skin will help protect your Toad against monsters and people who enjoy licking giant amphibians, but won't be useful offensively. An ape, even if it were large, would make a poor mount because it does not have a horizontal riding surface to saddle, and the way they move is not conducive to riding. The very specifically named "Bird" is a catch-all for birds of prey (I think). Level 4 brings a tiny bit more damage, medium size, and Ferocity. First, familiarize yourself with the table below, taken from the Druid class entry. 7th level brings Large size with all of the usual ability adjustments, and adds Trip to the already impressive Tail attack. 604 2.0 Any worn companion item needs to be invested. The Giraffe's strength doesn't improve as much as most creatures moving to large size, but a total strength of 20 is still pretty good. The Giant Beatle is slow, and has a slow fly speed with poor maneuverability, but it has a solid +6 natural armor. The Horse is one of very few animal companions which starts at Large size and is immediately ridable by medium creatures. Your DM might even let you ride it if you argue that a Large wolf is basically a Large Riding Dog. Coupled with the Pachycephalosaurus's impressive 23 strength and large size, it has a very high chance of success on this bull rush attempt. The vast diversity among species of familiars and animal companions often makes it difficult to determine what kinds of magic items are suitable for certain creatures to wear. However, it has a slow move speed and doesn't get scent. Level 4 provides very little in the way of improvement. Animal Companion: Advancement choices for an animal companion include feats, skills, ability score increases, and tricks. Iconic, big, and toothy, the Tyrannosaurus has average move speed, and decent natural armor. An even worse version of the Elk. The +4 bonus to wild empathy and handle animal with your companion makes it considerably easier to teach additional tricks. The Giant Spider has average move speed and a matching climb speed. The bite damage isn't going to get very far with such poor stats, so this thing is an annoying ball of natural armor that sometimes flies into your windows repeatedly for hours on end. Level 4 brings medium size, Blindsense, and some modest size adjustments to ability scores. Look them up, they're super cool. Ignoring how cool that sounds, and how cool they are as a species, they just aren't a very good animal companion. It has a swim speed of 60 feet, a jet speed of 240, and a couple of natural attacks. Apes have a climb speed and become large, but I don't think I would try to use one as a mount. 3 intelligence also allows your companion to understand language, which means you can give it (slightly) complex orders that go beyond whatever tricks it knows. The Stegosaurus has a respectable +6 natural armor bonus, and a big pile of dexterity at medium size. Keep in mind that trample only works on small creatures, so your beatle is only going to be trampling halflings. At a very impressive 25 strength (not counting the animal companion bonuses), that claw deals 1d8+10 damage, which is very respectable. With the right choices, your animal companion can be a scout, a striker, a defender, or a mount, depending on your needs. Assuming that it can be used as a mount, this makes the Megaloceros roughly equivalent to a Horse with slightly adjusted ability scores. The poison has a constitution-based DC, and deals strength damage. With a bit of focus on its strength, this can lead to a very impressive amount of damage. I never played a 3.5e druid far enough for that to be a big deal, but I know that one of the plans was always to buff up my magical murder-buddy with magical items, since between the spell sharing and just how strong the animal companion could be, amplifying that with magic made what was already arguably the most powerful druid feature even stronger. Reading it isn't essential, but it may improve your play experience when pets are involved. 7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex -2, Con +4. Available Slots belt, chest (saddle), eyes. The Tail Lash ability also allows the Diplodocus to make two attacks with its already impressive tail. While your animal companion is wearing this collar, you can use a bonus action to speak the collar's command word and cause your companion to … With no special abilities and no chance of being a viable mount, the Kangaroo really has nothing to offer. It improves at 4th level much the same way Horses and Ponies do, and adds the Anchor ability. 4th level brings the Thylacine to medium size, and adds some natural armor. Still, the Dimetrodon lacks any real interesting abilities, and doesn't do enough damage to make it a good choice. Despite being slightly faster and having a bigger damage die, the Pteranodon is strictly worse the the Dire Bat. The added natural armor offsets the size increase, and additional strength makes that tail attack more viable. A big, scary, prehistoric predatory whale. 7th level brings large size, bringing the Gore attack to 2d6 damage, and adds two secondary hoof attacks, far outclassing the Elk's need to choose between its gore attack or its hoof attacks. It has good natural armor, and decent stats. They also don't get scent for some reason. Your GM might choose to abide by those rules, but since they're not in any of the rulebooks (to the best of my knowledge) I'm going to assume that most people don't use that ruling. 7th level brings large size, and all of the usual ability score adjustments. Iguanadons start at medium size, and would make for a fine mount for a small creature despite only having average speed. At medium size, this is an impressively large fish. 7th level brings Large size with all of the usual ability score adjustments, and adds grab to the turtle's bite. Compared to the Bird, it gets slightly more natural armor and scent, but less strength and far worse maneuverability. If the animal's Intelligence is 3 or higher (whether from using its ability score increase or a magic item), it can select any feat that it qualifies for. A big angry prehistoric fish, the Tylosaurus is one of few aquatic options with both Scent and a land speed. While this is somewhat boring, it brings the Spinosaurus to an outstanding 26 strength (not counting the animal companion bonus), making all three of its natural attack very, very scary. The Giant Weasel's big scary gimcik is Blood Drain. If you had to pick your top 5 publications that had an abundance of knowledge/lore in the Forgotten Realms, what would those be? A bipedal dinosaur with a built-in football helmet, the Pachycephalosaurus is a bull rush with legs. Compared to the standard elk, its gore attack does more damage, but it gives up the two hoof attacks. With +5 natural and 80 foot fly speed, and decent dexterity, it has a great starting AC, but watch out for the 9 constitution. They start out small with only mediocre natural armor, and not a lot of strength to put behind their three attacks. It gets decent natural armor, and has very good ability scores, plus a bite attack with Grab. Yes, your Eidoloncan be a magic item crafter. 4th level brings medium size, and a bit of much-needed strength. It has excellent speed, and impressive +4 natural armor, and good ability scores off the bat. And we've already found a few magic weapons and cloaks of resistance. This requires you to use the Invest an Item activity alongside your companion. 7th level brings the Elephant to large size, improves the gore damage to an impressive 2d6, and adds 8 more to its already respectable strength. Surprisingly, the Orca is more dexterous than the Dolphin at start, and has slightly less strength and constitution. 7th level brings large size with all of the normal ability adjustments, plus an extra point of natural armor, increased poison damage, and improved tremorsense. Multiattack: If your companion has multiple natural attacks, multiattack is a fantastic feat. Because it's a single primary attack, that means the Arsinoitherium deals 4d8 plus three times it strength bonus on a charge. Its saving graces are a high dexterity, darkvision, tremsorsense, and a strength damaging poison. 7th level brings medium size, slightly better abilities, and a poison on top of Grab. Its ability scores aren't great, and the squid's big draw is the Ink Cloud ability. 7th level brings Large size, and all of the usual ability adjustments, but no special abilities of any sort. 8 & 14 the mechanism for creation of living things. The attacks do a bit more damage, but the Elk still lacks any interesting abilities like Trample which other similar options get. It also adds Tample, making the Parasaurolophus look like a possible Overrun user. This might as well be called Dire Elk. However, with only 1 intelligence, it's difficult to make it intelligent, which makes it much harder to pick up feats to improve its grappling capabilities. Lions, tigers, panthers, etc. Elk get the same speed as a horse, and seem like a possible mount option. Level 4 makes the giant ant somewhat more useful, but doesn't fix its low natural armor, and only slightly improves its strength. The closest that I have found to an official list of rideable animals is the Beast Rider Cavalier's list of mount choices. The Orca also picks up blindsight 120 feet at this level, the same as a dolphin. Why are all druids depicted with animals when they can't have a companion? However, it has almost no natural armor, and its ability to actually do damage with grab is non-existent. As always, check with your GM and come to a reasonable conclusion before making any rules assumptions or character choices. The improved strength is great, and Trample makes Overrun a better option. At medium size it has a bit of natural armor and impressive dexterity, but its Bite has essentially nothing behind it. If you are looking for more options for companion creatures in your game, this is the book for you. Its speed is only 20 feet, but it has matching climb and swim speeds. 7th level brings large size, an extra point of natural armor, and Powerful Charge. 7th level brings large size, probably 10 foot reach (the Huge Parasaurolophus has 15 foot reach), and all of the normal size changes to ability scores. The type of animal summoned depended on both the terrain and the skill level of the caster. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. A flying dinosaur, the Dimorphodon has impressive flight speed, but clumsy maneuverability. The Giant Weasel stat entry also mentions that small creatures train them as mounts, which seems like perfect evidence that they could do the same for you. Its appeal comes from the two claws with grab and the string with a poison right from level 1. All of the skills marked with an (*) are class skills for animal companions, so they get the +3 class skill bonus just like you do. Some choices have interesting combat options like Grab and Trip which can provide additional utility in battle. The Parasaurolophus gets a bit of natural armor, average speed, and impressive dextertiy, but its stats are otherwise poor. With detailed images of the most famous RPG setting - Thanks to @GameholeCon and Alex Kammer. I've recently built a Hunter from the ACG and after selling some hard earned loot, it's time to buy gear. Level 7 brings large size with all of the usual ability score improvements, which helps to keep the Wolf a viable Trip monster. Continuing to compare to the dolphin, the Orca now has the same AC, 5 more strength, 2 more dexterity, 1 less constitution, and a much bigger natural attack. Your animal companion has the minion trait, and it gains 2 actions during your turn if you use the Command an Animal action to command it; this is in place of the usual effects of Command an Animal. The added benefit of tripping on a charge might even be enough to draw a mounted charge character. This is an unofficial D&D site made by Zoltar to collect designer tweets and help players of the best game ever created. The rhino also gets powerful charge for an additional 2d8 damage (probably plus 1.5 strength), which makes its charges very impressive. Context An 11th level PC in a game that I DM is a ranger6/rogue3/warlock2. Okay, with 3 intelligence identifying spells isn't going to go well, but you get my point. If you plan to murder a lot of small animals or halflings, the Giant Toad can serve as a reasonable stiker. The only appeal of the Electric Eel is the additional electricity damage which it deals when when it advances at 4th level. The rhinoceros has a respectable +4 natural armor, and really good ability scores at start. Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.. Class Level: The character’s druid level. It has startlingly good constitution for such a small creatures, but is otherwise largely unremarkable. Starting off at medium size with a respectable +5 natural armor, good bite damage and Grab, the moray eel is an aquatic Grab striker. Therefore, a Huge creature with 15 foot reach would reasonably have 10 foot reach at large size. The Forgotten Realms original map draw by Ed Greenwood! The Manta Rays smaller, scarier cousin, the Stingray is Small, and slower than the manta Ray, but has a rather impressive poison which deals both dexterity and constitution damage. As a vermin, it has no intelligence, and has Darkvision instead of Low-light vision and Scent. 4th level brings medium size, and a net loss to AC. Consider purchasing items for your companion or just give it items you no longer need (such as your +1 ring of … 7th level brings large size, a net loss to AC, and only half of the usual size bonus to strength. At medium size, and with good ability scores, it can set Grab to good work right away. Their natural armor is light, and they don't have great constitution, so they can't really take a hit. A companion has an investiture limit of two items (instead of the 10-item limit a player character has). Its dexterity is good, but that's its only really great ability score. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, shark (Medium), and squid. . The small character's Horse equivalent. Familiars are mystically bonded creatures tied to your magic. With this much versatility, and viability from level 1, the Elephant is an excellent choice for nearly any character and nearly any situation. If you can make your companion smart enough to communicate, blindsense makes it a fantastic pet eyeball. The addition of Trample makes the hippo a rather amusing potential mount. The Kangaroo has good move speed, but otherwise poor stats. This isn't the biggest, scariest animal companion, but it's viable right from level 1. Large size makes it a potentially viable mount for medium creatures. Right now I'm playing a level 7 paladin with a lion as his divine bond. It has paper thin natural armor, but it has good ability scores and a bite with grab. Additional movement modes are also nice, especially if your companion is large enough to carry you. If it keeps in line with other animal companions with poison, it should deal 1 dexterity damage per round for 6 rounds, with 1 save to cure, and a con-based DC equal to 10 plus the Megalania's constitution modifier. Any vampiric animal companion the vampire creates that would exceed such limits becomes a free-willed undead. A fictional flightless bird with a huge, axe-shaped beak. Dire Rats get decent move speed, as well as climb and swim speeds. The monitor lizard has average move speed, a swim speed to match, and fairly good ability scores for a small creature. Magic Items. Their natural armor doesn't improve, and the combined size increase and loss of dexterity means that they lose two points of AC. The roc also gets three primary natural atacks, but with so little constitution and strength, it won't do much damage. Their natural armor is equal (and bad), and the Orca's bite is slightly more damaging than the Dolphin's slam. The DC is con-based, so at small size the DC is only 10, and the dexterity damage from the poison is pretty small. With some intelligence and the right feats, the Giant Weasel can be used to weaken very scary foes with big pools of hit points. Your GM may see the hazard in offering 20 foot reach to large creature, but even 15 foot reach is quite generous. The addition of Grab makes the turtle look like a Grab Striker, but with so little move speed and still very low strength, the Turtle isn't going to be very successful. The strength damage is fairly small, but there doesn't appear to be a limit on how often it can be used, and you can always harvest poison from it to give to your rogue. The addition of Blindsense can also allow the Stingray to scout for invisible creatures. 7th level brings Large size and all of the normal ability adjustments, but also adds Rend. With a starting natural armor bonus of +9, the Ankylosaurus starts off at 21 AC, and can make a fine defender if you're careful about its hit points. It has decent constitution, but its natural armor is low and its strength and dexterity will make it unlikely to hit. While this ability is certainly amusing, it's not terribly helpful. This makes the giant scorpion a powerful Grab Striker, and if your DM is a little crazy it might even serve as a mount. The Ranger's most iconic choice, the Wolf is a solid option. It has 50 foot move speed, decent natural armor, and decent ability scores, but only a single gore attack. Avoid the Stand Still feat because it is considerably less effective than Stun. If you really need your canine to get through civilized areas without suspicion, bluff people and tell them that your dog is a wolf-hound, and hope they don't have Knowledge (Nature). Their strength and dexterity are awful, and their constitution isn't good enough to make them a tank. On top of that, it lacks scent, has poor ability scores, and no other interesting abilities. Combined with its new Trample ability, the Elephant is an excellent overrun mount, and it van get by on its good natural armor and constitution to serve as a defender or even a striker. The spell summoned a single animal within 1 mile (1.6 kilometers) from the caster. 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