0% found this document useful (0 votes)
42 views18 pages

Fantasy Animal Familiars Guide

1

Uploaded by

magusdeath1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
42 views18 pages

Fantasy Animal Familiars Guide

1

Uploaded by

magusdeath1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Baby Chocobo CR 1/4

A little bird-like creature who a pleasant temperament and adorable cuteness.


XP 100
N Small Animal
Init +0; Senses Low-light vision; Perception +3

DEFENSE

AC 11, touch 11, flat-footed 11 (+1 size)


hp 7 (1d8+2)
Fort +4, Ref +2, Will -1

OFFENSE

Speed 20 ft.
Melee Bite +0 (1d3-2)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 7, Dex 11, Con 14, Int 2, Wis 9, Cha 6


Base Atk +0; CMB -3; CMD 7
Feats Weapon Focus (Bite)
Skills Perception +3

SPECIAL ABILITIES

Familiar

The master of a baby chocobo familiar gains a +4 bonus on Initiative checks.

Beady Eye CR 1/3


A tiny yellow eye with two small wings and two tiny legs.
XP 135
NE Tiny Aberration (Evil)
Init +1; Senses Darkvision 60 ft., low-light vision; Perception +9

DEFENSE

AC 13, touch 13, flat-footed 12 (+2 size, +1 Dex)


hp 5 (1d8)
Fort +3, Ref +3, Will +2
Immune Blind and Sleep status effects

OFFENSE

Speed 10 ft.; Fly 60 ft. (perfect)


Melee Bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Hypnotic Gaze (DC 11, 1 round)

STATISTICS

Str 9, Dex 13, Con 12, Int 2, Wis 14, Cha 5


Base Atk +0; CMB -1; CMD 8
Feats Skill Focus (Perception)
Skills Fly +5, Perception +9

SPECIAL ABILITIES

Familiar

The master of a beady eye familiar gains a +2 bonus to Will saves.

Hypnotic Gaze (Ex)

Creatures meeting the gaze of a beady eye must succeed on a DC 11 Will save or stand and stare
blankly at the beady eye for 1 round. The save DC is Constitution-based.

Behemoth Heir CR 1/3


This small piglet resembles a tiny bull with overly developed muscles and cute little horns.
XP 135
N Small Animal
Init +1; Senses Low-light vision, scent; Perception +5

DEFENSE

AC 13, touch 12, flat-footed 12 (+1 Dex, +1 size, +1 natural)


hp 7 (1d8+2)
Fort +6, Ref +3, Will +1

OFFENSE

Speed 30 ft.
Melee Bite +1 (1d4)
Space 5 ft.; Reach 5 ft.

STATISTICS

Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4
Base Atk +0; CMB -1; CMD 10 (14 vs. trip)
Feats Great Fortitude
Skills Perception +5

SPECIAL ABILITIES

Familiar
The master of a behemoth heir familiar gains a +3 bonus to Intimidate checks.

Bite-Sized Pudding CR 1/2


This tiny flan is comprised of a clear gel-like substance.
XP 200
N Tiny Ooze
Init +3; Senses Blindsight 60 ft.; Perception -5

DEFENSE

AC 16, touch 16, flat-footed 12 (+2 size, +3 Dex, +1 dodge)


hp 9 (1d8+4)
Fort +4, Ref +3, Will -5
Immune Ooze traits

OFFENSE

Speed 50 ft.
Melee Slam +2 (1d4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 10, Dex 17, Con 19, Int 1, Wis 1, Cha 1


Base Atk +0; CMB +0; CMD 12 (cannot be tripped)
Feats Dodge
Skills Climb +9; Racial Modifier +8 Climb
SQ Transparent

SPECIAL ABILITIES

Familiar

The master of a bite-sized pudding familiar gains a +2 bonus to Reflex saves.

Transparent (Ex)

A bite-sized pudding is clear and colorless. A DC 15 Perception check is required to notice it.

Cactuar Cutting CR 1/6


This creature appears to be a tiny cactus having physical characteristics similar to a humanoid: two
arms, two legs and dark spots on its anterior in the shape of a mouth and eyes. Its limbs protrude and
bend at ninety-degree angles giving it a rigid look, which belies the speed and agility with which it
can move.
XP 65
N Tiny Plant (Humanoid)
Init +5; Senses Low-light vision; Perception -2

DEFENSE
AC 19, touch 18, flat-footed 13 (+5 Dex, +2 size, +1 dodge, +1 natural)
hp 6 (1d8+1)
Fort +3, Ref +5, Will -2
Immune Plant traits

OFFENSE

Speed 20 ft.
Melee Slam +0 (1d2-4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Thorns

STATISTICS

Str 2, Dex 20, Con 13, Int 1, Wis 6, Cha 9


Base Atk +0; CMB -5; CMD 8
Feats Dodge

SPECIAL ABILITIES

Familiar

The master of a cactuar cutting gains a +1 natural armor bonus to AC.

Thorns (Ex)

A cactuar cutting’s body is covered with sharp wooden thorns. Any creature attacking a cactuar
cutting with a non-reach melee weapon or with natural attacks takes 1d2 points of piercing damage
from the cactuar cutting’s sharp thorns. A creature that grapples with a cactuar cutting takes this
same damage each round.

Cherry Bomb CR 1/3


A tiny, red, floating ball of crimson fire, with big eyes, and an even bigger mouth.
XP 135
NE Tiny Outsider (Fiend)
Init +3; Senses Darkvision 60 ft.; Perception +5

DEFENSE

AC 17, touch 16, flat-footed 13 (+3 Dex, +2 size, +1 dodge, +1 natural)


hp 6 (1d10)
Fort +1, Ref +6, Will +4
Immune Fire
Weakness Water

OFFENSE

Speed Fly 30 ft. (average)


Melee Bite +0 (1d2-4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 10, Dex 17, Con 10, Int 2, Wis 12, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Dodge
Skills Fly +7, Perception +5
SQ Float, Self-Destruct

SPECIAL ABILITIES

Familiar

The master of a cherry bomb gains a +3 bonus on Fly checks.

Float (Su)

A cherry bomb has the Float (always floating 5 feet into the air) status effect continuously unless
unconscious or dead. This effect cannot be dispelled.

Self-Destruct (Ex)

After each successful physical attack made against the cherry bomb, the cherry bomb increases in
size by 1-ft. in diameter (the cherry bomb increases Strength by 2 per physical attack, size increase
lasts for 1d6+4 rounds); after the 3rd successful physical attack, the cherry bomb explodes as an
immediate action, destroying itself and dealing 1d6 points of fire and physical (half and half)
damage to everything within a 15-ft.-radius (Reflex save DC 10 for half damage).

Coeurl Kitten CR 1/4


This little kitten resembles a tiny tiger in some respects with two long whiskers.
XP 100
N Tiny Animal
Init +2; Senses Low-light vision; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)


hp 4 (1d8-1)
Fort +1, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee 2 Claws +4 (1d2-4), Bite +4 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 8, Int 2, Wis 12, Cha 7


Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth

SPECIAL ABILITIES

Familiar

The master of a coeurl kitten gains a +3 bonus on Stealth checks.

Fenrir Pup CR 1/4


This little wolf pup is a little different from normal wolves as their fur is silver in color.
XP 100
N Tiny Animal
Init +2; Senses Low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)


hp 6 (1d8+1)
Fort +3, Ref +4, Will +1

OFFENSE

Speed 40 ft.
Melee Bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6


Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent
tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES

Familiar

The master of a fenrir pup gains a +2 bonus on Reflex saves.

Fledgling Apkallu CR 1/4


A variety of sea bird that live in flocks on islands. On dry land, apkallu only waddle about on their
short legs, but in the ocean, they propel themselves through the water with fin-like wings at high
speeds, enabling them to catch fish.
XP 100
N Tiny Animal
Init +1; Senses Low-light vision; Perception +8

DEFENSE
AC 14, touch 13, flat-footed 13 (+1 Dex, +2 size, +1 natural)
hp 6 (1d8+1)
Fort +3, Ref +3, Will +1

OFFENSE

Speed 10 ft., Swim 40 ft., Toboggan 30 ft.


Melee Bite +0 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9, Dex 12, Con 13, Int 2, Wis 12, Cha 7


Base Atk +0; CMB -2; CMD 8
Feats Skill Focus (Perception)
Skills Perception +8, Swim +7
SQ Hold Breath

SPECIAL ABILITIES

Familiar

The master of a fledgling apkallu gains a +3 bonus on Swim checks.

Hold Breath (Ex)

A fledgling apkallu increases the number of rounds it can hold its breath by 2.

Toboggan (Ex)

On snow- or ice-covered terrain, a fledgling apkallu can move at a rate of 30 feet by sliding on its
belly rather than walking.

Morbol Seedling CR 1/2


These tiny "land octopuses" are yet another variety of Vana'diel's dangerous plant-life.
XP 200
N Tiny Plant
Init +5; Senses Low-light vision; Perception +1

DEFENSE

AC 17, touch 17, flat-footed 12 (+5 Dex, +2 size)


hp 5 (1d8)
Fort +2, Ref +7, Will +1
Immune Plant traits

OFFENSE

Speed 20 ft.
Melee Bite +7 (1d2-1 plus poison), Tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Musk, Poison

STATISTICS

Str 8, Dex 21, Con 10, Int 2, Wis 13, Cha 3


Base Atk +0; CMB +3 (+7 grapple); CMD 12 (cannot be tripped)
Feats Multiattack, Weapon Finesse
Skills Escape Artist +15, Stealth +25; Racial Modifiers +10 Escape Artist, +8 Stealth

SPECIAL ABILITIES

Familiar

The master of a morbol seedling gains a +2 bonus on Fortitude saves.

Musk (Ex)

Up to twice per day, a morbol seedling can spray a stream of noxious musk at a single target within
10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray
must make a DC 10 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4
minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being
sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC
is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Zuu Hatchling CR 1/3


This little, ugly, black bird resemble tiny vultures with over-developed muscles. They are avian
whose beak have regressed, turning into jagged teeth like those of a tyrant wyrm.
XP 135
N Tiny Animal
Init +3; Senses Low-light vision; Perception +14

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)


hp 5 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE

Speed 10 ft., fly 60 ft. (average)


Melee Bite +5 (1d6-2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Focus
Skills Fly +7, Perception +14; Racial Modifier +8 Perception

SPECIAL ABILITIES

Familiar

The master of a zuu hatchling gains a +3 bonus on Perception checks.

You might also like