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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Presented on these pages are base animal and vermin statistics for six additional familiars beyond those most commonly used by spellcasters—of course, these statistics can also be used for normal animals and vermin as well. These familiars use the standard rules for familiars presented in the Pathfinder Roleplaying Game Core Rulebook. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim skill checks.
Familiar | Special Ability |
---|---|
Chicken | Master gains 3 hit points |
Flying fox | Master gains a +2 bonus on Fortitude saves |
Penguin | Master gains a +3 bonus on Swim checks |
Red panda | Master gains a +3 bonus on Acrobatics check |
Seal | Master gains a +3 bonus on Swim checks |
Trilobite | Master gains a +1 natural armor bonus to AC |
Chicken CR 1/6
XP 65
N Tiny animal
Init +4; Senses low-light vision; Perception +5
Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +1
Offense
Speed 30 ft., fly 20 ft. (clumsy); drift
Melee bite -2 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 3, Dex 11, Con 12, Int 2, Wis 12, Cha 13
Base Atk +0; CMB -2; CMD 4
Feats Improved Initiative
Skills Fly -4, Perception +5
Ecology
Environment any land
Organization solitary or flock (5-50)
Treasure none
Special Abilities
Drift (Ex) A chicken flies in short bursts, and can't use its fly speed to Hover. When it flies, it must end its move action by landing or perching on a solid surface.
Chickens are highly social creatures that raise their young communally. They are picky about where they roost, and a hen rarely strays from a nest once she's laid her eggs.
Flying Fox CR 1/3
XP 135
N Tiny animal
Init +1; Senses low-light vision, scent; Perception +9
Defense
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size).
hp 5 (1d8)
Fort +3, Ref +3, Will +2; +4 vs. disease
Offense
Speed 10 ft., fly 60 ft. (average)
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
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
Ecology
Environment warm forests
Organization solitary, pair, or colony (10-100)
Treasure none
These large bats are herbivorous and lack the echolocation abilities of their smaller kin, but are resistant to disease.
Penguin CR 1/3
XP 135
N Small animal
Init -1; Senses low-light vision; Perception +8
Defense
AC 11, touch 10, flat-footed 11 (-1 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +1
Offense
Speed 10 ft., swim 40 ft., toboggan 30 ft.
Melee bite +0 (1d3-1)
Statistics
Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7
Base Atk +0; CMB -2; CMD 7
Feats Skill Focus (Perception)
Skills Perception +8, Swim +7
SQ hold breath
Ecology
Environment cold oceans
Organization solitary, pair, or colony (100-1000)
Treasure none
Special Abilities
Toboggan (Ex) On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.
These flightless birds' most distinctive traits are their black-and-white coloration and their waddling gaits.
Red Panda CR 1/2
XP 200
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +5
Defense
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
Offense
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 8, Dex 16, Con 11, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 10
Feats Weapon Finesse
Skills Acrobatics +9, Climb +15, Perception +5; Racial Modifiers +6 Acrobatics, +4 Climb
Ecology
Environment temperate forests or mountains
Organization solitary or mated pair
Treasure none
Red pandas are small, short-legged arboreal mammals known for their red-brown fur and climbing abilities.
Seal CR 1/3
XP 135
N Small animal
Init +5; Senses low-light vision; Perception +9
Defense
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +1
Offense
Speed 10 ft., swim 60 ft.
Melee bite +1 (1d4)
Statistics
Str 10, Dex 13, Con 11, Int 2, Wis 13, Cha 6
Base Atk +0; CMB -1; CMD 10 (can't be tripped)
Feats Improved Initiative
Skills Perception +9, Swim +8; Racial Modifiers +4 Perception
SQ hold breath
Ecology
Environment any oceans
Organization solitary, pair, rookery (3-24)
Sleek-bodied mammals, seals spend the majority of their lives in aquatic environments.
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 through behaviors that are specific to their kind. As is the case with other types of familiars, other creatures cannot understand this communication without magical aid.
Trilobite CR 1/4
XP 100
N Tiny vermin (aquatic)
Init +2; Senses darkvision 30 ft.; Perception +4
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
Immune mind-affecting effects
Offense
Speed 20 ft., swim 30 ft.
Melee bite +4 (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Statistics
Str 7, Dex 15, Con 12, Int —, Wis 11, Cha 2
Base Atk +0; CMB +0; CMD 8
Feats Weapon Finesse
Skills Perception +4, Swim +10; Racial Modifiers +4 Perception
SQ curl, water dependency
Ecology
Environment any oceans
Organization solitary, pair, group (2-12)
Treasure none
Special Abilities
Curl (Ex) As a standard action, a trilobite can curl into a ball, increasing its natural armor bonus by 2 but preventing it from taking any move actions. Uncurling is a standard action.
Ancient arthropods adapted to scavenging the ocean floor, trilobites have both resilient exteriors and keen senses honed for use in the lightless depths of the sea, and are known for curling into balls to protect themselves.