Name Tick Tock
Golden Scale Crocodile
Neutral Medium Animal
Animal Companion level 2 (skill points 3) Animal Companion
Init +2; Senses Low-light Vision; Perception +1
Wearing Studded Leather Armor, and Dire Collar.
DEFENSE
AC 20, Touch 11, flat footed 19 ( Masterwork Studded Leather, Shield, none)
(+2 Dex, +4 Natural, +1 size, +1 feats)
hp 30 ;
Fort +5, Ref +5, Will +2
OFFENSE
Speed 20, swim 30ft.
Melee
[dice=Bite]1d20+8[/dice]
[dice=damage]1d8+9[dice]
[dice=Grab]1d20+12[/dice]
1 per day [dice=Fire]1d6[/dice] or resist fire 10
[dice=Deathroll knocked prone if successful]1d20+12[/dice]
[dice=damage]1d8+9[dice]
Large Sized Tick Tock
[dice=Bite]1d20+9[/dice]
[dice=damage]2d6+10[dice]
[dice=Grab]1d20+14[/dice]
1 per day [dice=Fire]1d6[/dice] or resist fire 10
[dice=Deathroll knocked prone if successful]1d20+14[/dice]
[dice=damage]2d6+10[dice]
Full Attack
Bite +5 (1d6+3)(Grab (Ex) )
Space 5ft.; Reach 5
Special Attacks
STATISTICS
Str 15, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Base Attack 2 CMB 3 ; CMD 16
Feats
Combat Reflexes
Bodyguard
Alterness
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks,
Come (DC 15): he animal comes to you, even if it normally would not do so.,
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.,
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that does not know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.,
Heel (DC 15): The animal follows you closely, even to places where it normally would not go.,
Acrobatic: +2 bonus on Acrobatics and Fly skill checks,
Dodge: Add 1 to AC
Skills Acrobatics 8, Climb 6, Escape Artist 2, Fly 4, Intimidate -4, Perception 3, Stealth 6(Stealth in water 14), Survival 5, Swim 10
SPECIAL ABILITIES
Link (Ex) A druid can handle her animal companion as a free action, or push it as a move action, even if she does not have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The druid may cast a spell with a target of You on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companions type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Grab (Ex): Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Hold breath:The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.