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Animal Companions, Familiars, and Mounts

The following section gives a list of animals that can be taken as animal companions, mounts, and familiars as per the Bond trait and the improvements that can be taken as your proficiency score increases.

Each of the following animals has base stats provided. As your Proficiency Score increases, your companion’s Proficiency Score also increases, which affects its abilities and stats. This increase starts at what your initial Proficiency Score is when you take one of the Bond Traits. For example, if your Proficiency Score is 4 when you take the Mount Trait, your mount will have a Proficiency Score of 1 when yours is 4; a score of 2 when yours is 5; a score of 3 when yours is 7; etc.


Distinction between the three types:

Animal Companions

Animal companions are the catch all for any animals that accompany your character. Any of the listed animals can be animal companions. During Encounter mode a companion has 2 actions.

Familiars

Familiars are used by spellcasters to support spellcasting. Only those with the Familiar tag from the list can be used as familiars. During Encounter mode a companion has 2 actions.

Mounts

Mounts are those animals used as transportation and during combat. Only those with the Mount tag from the list can be used as mounts. During Encounter mode a mount has 2 actions.


Animal Types

The following is a list of base animals and their stats. If you are using a similar, but different creature that has been agreed to by your GM, select the closet base statistics to use and modify as needed. See below for reading each entry.

Name of Animal                                                   

type (animal companion, familiar, and/or mount)

  • Size
  • Base Scores: The ability scores, not including the modifiers which are calculated the same as a character.
  • Armor Class: Based off Dexterity Modifier + Natural Armor (+2) + Size modifier (+2 for Tiny, +1 for Small, +0 for Medium and -1 for Large) +10.
  • Hit Dice: The animal’s hit points are calculated the same as a character’s, see Chapter I, Character Statistics for more.
  • Given Skills: Skills that the animal can use and are treated as proficient with the use.
  • Melee Attacks: The name of the attack followed by the damage and type. Attack bonuses are Proficiency Score + Strength Modifier unless the attack has the finesse tag. The Ability Modifier the damage bonus comes from is noted last in parentheses.
  • Ranged Attacks: The name of the attack followed by the damage and type of damage dealt. Attack bonuses are Proficiency Score + Dexterity Modifier.
  • Senses: The methods through which the animal sees.
  • Speed: The animal’s movement.

Following this is a brief description of the animal.

Animal CompanionFamiliarMount
AmphibianYesYesNo
BadgerYesNoNo
BatYesYesNo
BearYesNoYes
BirdYesYesNo
Cat, LargeYesNoYes
Cat, SmallYesYesNo
HippopotamusYesNoYes
HorseYesNoYes
Lizard, LargeYesNoNo
Lizard, SmallYesYesNo
MonkeyYesYesNo
PonyYesNoYes
SnakeYesNoNo
WolfYesNoYes

Advancement Table

This table lists the benefits your animal gain at each of its Proficiency Scores. Remember that its Proficiency Score is calculated starting at 1 from when you first gain access to your animal.

For each Proficiency Score increase, increase your AC by 1 and add another Hit Dice to influence Hit Points, as you would for a character.

Proficiency ScoreIncreasesAnimal Points Earned
0(-none-) 
1Increase all non-proficient saves by 1 
2Gain skill proficiency in a new skill1
3Increase all non-proficient saves by 1 
4 1
5Gain skill proficiency in a new skill and increase all non-proficient saves by 1 
6 1
7Gain saving proficiency in a save 
8Gain skill proficiency in a new skill1
9Increase all non-proficient saves by 1 
10 1
11Gain skill proficiency in a new skill and increase all non-proficient saves by 1 
12 1
13Gain saving proficiency in a save 
14Gain skill proficiency in a new skill1
15Increase all non-proficient saves by 1 
16 1
17Gain skill proficiency in a new skill and increase all non-proficient saves by 1 
18 1
19Increase all non-proficient saves by 1 
20 1

Proficient Saves. A companion gains proficiency to saving throws at their Proficiency Score 7 and 13. When the assigned save is selected, the companion calculates their bonus as a character does. Saves without proficiency gain a +1 bonus over time but if a save becomes proficient, it loses those bonuses.

Proficient Skills. A companion begins with proficiency in some skills which is calculated the same as a character’s proficient skills. When a companion gains skill proficiency in a new skill, they select a skill from the following list:

  • Acrobatics
  • Athletics
  • Diplomacy
  • Insight
  • Intimidation
  • Nature
  • Perception
  • Stealth
  • Survival

Animal Points. These are used, just like Trait Points, except to purchase Animal Traits as listed below.


Animal Traits

The following are the traits that an animal companion, mount, or familiar can take by spending their Animal Points. They earn animal points as shown above on their advancement table. Unless specified, it is assumed that each entry can only be taken twice.

Animal TraitsAnimal TypesTagsCost
Growing1Animal Companion, Mount 1
Mature2AllSingle2
     Advanced ManeuverAnimal Companion, MountMultiple1
     SpecializationAll 2
Spell ImbuedFamiliarMultiple1
Spell LinkedFamiliarMultiple1
1 Growing animal trait requires an animal to not already have the Mature animal trait yet and can only be used for a medium or smaller animal. After the Growing animal trait has been selected, an animal still has the option to gain the Mature animal trait.
2 The base statistics presented earlier are for young animals.

Mount Templates

If you have the Divine Follower trait, the following are the template options that you can apply to your mount.

Celestial (Communal/Community Alignment)           

A mount with this template gains the following:

  • Dark vision (60 feet)
  • 1d8 Insight bonus to saves against effects with the supernatural tag
  • Resistance as listed below:
Proficiency ScoreResistance
1-45 against cold, electricity, or the Individual/Independent tags
5-1010 against cold, electricity, or the Individual/Independent tags
11+15 against cold, electricity, or the Individual/Independent tags

Entropic (Integrity/Principle Alignment)        

A mount with this template gains the following:

  • Dark vision (60 feet)
  • 1d8 Insight bonus to saves against effects with the supernatural tag
  • Resistance as listed below:
Proficiency ScoreResistance
1-45 against acid, fire, or the Honor/Repute tags
5-1010 against acid, fire, or the Honor/Repute tags
11+15 against acid, fire, or the Honor/Repute tags

Fiendish (Individual/Independent Alignment)

A mount with this template gains the following:

  • Dark vision (60 feet)
  • 1d8 Insight bonus to saves against effects with the supernatural tag
  • Resistance as listed below:
Proficiency ScoreResistance
1-45 against electricity, fire, or the Communal/Community tags
5-1010 against electricity, fire, or the Communal/Community tags
11+15 against electricity, fire, or the Communal/Community tags

Primordial (Neutral Alignment)                        

A mount with this template gains the following:

  • Dark vision (60 feet)
  • Speed bonus of 10 feet
  • Resistance, as listed below, to all damage except damage with the cold iron tag
Proficiency ScoreResistance
1-45
5-1010
11+15

Resolute (Honor/Repute Alignment)              

A mount with this template gains the following:

  • Dark vision (60 feet)
  • 1d8 Insight bonus to saves against effects with the supernatural tag
  • Resistance as listed below:
Proficiency ScoreResistance
1-45 against acid, cold, or the Integrity/Principle tags
5-1010 against acid, cold, or the Integrity/Principle tags
11+15 against acid, cold, or the Integrity/Principle tags