Pathfinder RPG Reference Document
Pathfinder Reference Document

New Familiars

The following are statistics for several new animals that can serve as familiars, in addition to a number of familiars for the Witch Class. These familiars can be taken by anyone gaining a familiar, and utilize all the standard rules for familiars for Wizard familiars. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim skill checks.

Small and Vermin Familiars

Small-sized familiars threaten the areas around them like Small creatures, and can be used to flank enemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small-sized familiars are also harder to keep on a master's person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, for such a feat to work. The process of making a vermin into a familiar grants it an Intelligence score and removes the mindless trait. Vermin familiars communicate with their masters and other vermin of their kind (greensting scorpions with other scorpions, house centipedes with other centipedes, and scarlet spiders with other spiders) by way of a strange combination of behaviors, slight changes in coloration, and even the excretion of scents, subtle and otherwise. As with other types of familiars, other creatures cannot understand this communication without magical aid.

Table: Familiars
FamiliarSpecial Ability
Blue-ringed octopusMaster gains a +3 bonus on Swim checks
Donkey ratMaster gains a +2 bonus on Fortitude saves
FoxMaster gains a +2 bonus on Reflex saves
GoatMaster gains a +3 bonus on Survival checks
Greensting scorpionMaster gains a +4 bonus on Initiative checks
HedgehogMaster gains a +2 bonus on Will saves
House centipedeMaster gains a +3 bonus on Stealth checks
King CrabMaster gains a +2 bonus on CMB checks to start and maintain a grapple
PigMaster gains a +3 bonus on Diplomacy checks
Scarletspider Master gains a +3 bonus on Climb checks
Thrush*Master gains a +3 bonus on Diplomacy checks
TurtleMaster gains a +1 natural armor bonus to AC
* A thrush familiar can speak one language of its master's choice as a supernatural ability.

Blue-Ringed Octopus CR 1/2

XP 200

N Tiny animal (aquatic)

Init +5; Senses low-light vision; Perception +1

Defense

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

hp 4 (1d8)

Fort +2, Ref +7, Will +1

Defensive Abilities ink cloud

Offense

Speed 20 ft., swim 30 ft., jet 60 ft.

Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

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

Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can't be tripped)

Feats MultiattackB, Weapon Finesse

Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth

Special Attacks poison

Ecology

Environment temperate or cold aquatic

Organization solitary

Treasure none

Special Abilities

Ink Cloud (Ex) While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.

Jet (Ex) The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.

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

Blue-ringed octopuses are aquatic animals capable of a surprising amount of cunning. They cannot survive out of water.

Donkey Rat CR 1/4

XP 100

N Small animal

Init +3; Senses low-light vision, scent; Perception +4

Defense

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)

hp 5 (1d8+1)

Fort +3, Ref +5, Will +1

Offense

Speed 30 ft., swim 20 ft.

Melee bite +0 (1d3–2)

Statistics

Str 6, Dex 17, Con 13, Int 2, Wis 13, Cha 4

Base Atk +0; CMB +1; CMD 9 (13 vs. trip)

Feats Skill Focus (Perception)

Skills Perception +4, Stealth +15, Swim +11

Ecology

Environment temperate coast or forest

Organization solitary, pair, or nest (3–12)

Treasure none

Donkey rats are brown or snowy white rodents the size of small dogs, with long legs and short, furry tails. These statistics can also be used for capybaras.

Fox CR 1/4

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 5 (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 jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Ecology

Environment any

Organization solitary, pair, or skulk (3–12)

Treasure none

Foxes are small, doglike carnivores with narrow snouts and bushy tails.

Goat CR 1/3

XP 135

N Small animal

Init +1; Senses low-light vision; Perception +0

Defense

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

hp 5 (1d8+1)

Fort +3, Ref +3, Will +0

Offense

Speed 30 ft.

Melee gore +2 (1d4+1)

Statistics

Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 5

Base Atk +0; CMB +0; CMD 11 (15 vs. trip)

Feats Nimble Moves

Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival +0
(+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food

Ecology

Environment any

Organization solitary, pair, or herd (3–12)

Treasure none

Goats eat almost anything that can be digested, and are determined in their pursuit of tempting foodstuffs such as leather armor and rope. They can provide milk and wool.

Greensting Scorpion CR 1/4

XP 100

N Tiny vermin

Init +3; Senses darkvision 60 ft.; Perception +4

Defense

AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)

hp 4 (1d8)

Fort +2, Ref +3, Will +0

Immune mind-affecting effects

Offense

Speed 30 ft.

Melee sting +5 (1d2–4 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks poison

Statistics

Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2

Base Atk +0; CMB +1; CMD 7 (19 vs. trip)

Feats Weapon FinesseB

Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Ecology

Environment warm or temperate deserts, forests, plains, or underground

Organization solitary or colony (3–6)

Treasure none

Special Abilities

Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Greensting scorpions normally live in forests, but can be found almost anywhere. Their pincers are too small to be dangerous to anything but other insects, but they have a poisonous sting that sickens even larger creatures.

Hedgehog CR 1/8

XP 50

N Diminutive animal

Init +3; Senses low-light vision; Perception +1

Defense

AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)

hp 2 (1d8–2)

Fort +0, Ref +5, Will +1

Offense

Speed 20 ft.

Space 1 ft.; Reach 0 ft.

Statistics

Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7

Base Atk +0; CMB –1; CMD 4 (8 vs. trip)

Feats Athletic

Skills Climb +5, Stealth +19, Swim +5

Ecology

Environment tropical or temperate forests

Organization solitary or pair

Treasure none

Special Abilities

Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.

Hedgehogs are spiny, insectivorous mammals. When threatened, a hedgehog rolls up into a spiny ball as a defense mechanism.

House Centipede CR 1/8

XP 50

N Tiny vermin

Init +3; Senses darkvision 60 ft.; Perception +4

Defense

AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)

hp 4 (1d8)

Fort +2, Ref +3, Will +0

Immune mind-affecting effects

Offense

Speed 40 ft., climb 40 ft.

Melee bite +5 (1d3–5 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks poison

Statistics

Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2

Base Atk +0; CMB +1; CMD 6 (can't be tripped)

Feats Weapon FinesseB

Skills Climb +11, Perception +4, Stealth +19; Racial Modifiers +4 Perception, +8 Stealth

Ecology

Environment temperate or warm forest or underground

Organization solitary, pair, or colony (3–6)

Treasure none

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save.

Multi-legged house centipedes can be found almost anywhere, and can have from 20 to more than 300 legs. Their bites are poisonous, and can daze the unwary.

King Crab CR 1/4

XP 100

N Tiny vermin (aquatic)

Init +2; Senses darkvision 60 ft.; Perception +4

Defense

AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)

hp 5 (1d8+1)

Fort +3, Ref +2, Will +0

Immune mind-affecting effects

Offense

Speed 30 ft., swim 20 ft.

Melee 2 claws +0 (1d2–2 plus grab)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks constrict (1d2–2)

Statistics

Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2

Base Atk +0; CMB +0 (+4 grapple); CMD 8 (20 vs. trip)

Skills Perception +4, Swim +10; Racial Modifiers +4 Perception

SQ water dependency

Ecology

Environment any aquatic

Organization solitary or cast (2–12)

Treasure none

Special Abilities

Water Dependency (Ex) Crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a crab runs the risk of suffocation, as if it were drowning.

King crabs are small crustaceans with eight legs and two pincers or claws. Aquatic scavengers, crabs can also survive on land for some time, but must return to the water or suffocate.

Pig CR 1/3

XP 100

N Small animal

Init +1; Senses low-light vision, scent; Perception +5

Defense

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

hp 6 (1d8+2)

Fort +6, Ref +3, Will +1

Offense

Speed 30 ft.

Melee bite +1 (1d4)

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

Ecology

Environment any

Organization solitary, pair, or herd (3–12)

Treasure none

Smaller than wild boars, domestic pigs are omnivorous.

Scarlet Spider CR 1/4

XP 100

N Tiny vermin

Init +5; Senses darkvision 60 ft.; Perception +4

Defense

AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)

hp 4 (1d8)

Fort +2, Ref +5, Will +0

Immune mind-affecting effects

Offense

Speed 30 ft., climb 30 ft.

Melee bite +7 (1d3–4 plus poison)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks poison

Statistics

Str 3, Dex 21, Con 10, Int —, Wis 10, Cha 2

Base Atk +0; CMB +3; CMD 9 (21 vs. trip)

Feats Weapon FinesseB

Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth

Ecology

Environment any

Organization solitary, pair, or colony (3–8)

Treasure none

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.

Scarlet spiders are small arachnids with bright red bodies and black legs. Because they are hunting spiders, scarlet spiders don't have a web attack.

Thrush CR 1/3

XP 135

N Diminutive animal

Init +2; Senses low-light vision; Perception +5

Defense

AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)

hp 2 (1d8–2)

Fort +0, Ref +4, Will +2

Offense

Speed 10 ft., fly 40 ft. (average)

Melee bite –1 (1d2–5)

Space 1 ft.; Reach 0 ft.

Statistics

Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6

Base Atk +0; CMB –2; CMD 3

Feats Skill Focus (Perception)

Skills Fly +12, Perception +5

Ecology

Environment temperate forests

Organization solitary, pair, or flock (3–12)

Treasure none

Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech.

Turtle CR 1/6

XP 65

N Tiny animal

Init –2; Senses low-light vision; Perception +4

Defense

AC 16, touch 10, flat-footed 16 (–2 Dex, +6 natural, +2 size)

hp 3 (1d8–1)

Fort +1, Ref +0, Will +1

Offense

Speed 5 ft., swim 20 ft.

Melee bite –2 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 3, Dex 6, Con 8, Int 2, Wis 12, Cha 3

Base Atk +0; CMB –4; CMD 2 (6 vs. trip)

Feats Skill Focus (Perception)

Skills Perception +4, Swim +10

Ecology

Environment temperate or tropical forests, oceans, and rivers

Organization solitary

Treasure none

Special Abilities

Shell Retreat (Ex) A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn.

Turtles are slow-moving reptiles with hard shells that they can retreat into when threatened. Many turtles have flippers and are better suited for swimming than walking. These statistics can also be used for tortoises, which have feet instead of flippers and live in arid regions.