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Pathfinder Reference Document
Pathfinder Reference Document

Appendix 1: Animal Companions

This section presents an assortment of suitable druid and ranger animal companions at various effective druid levels. All of the druids and rangers in Chapter 1 are built with the nature bond (domain) or hunter's bond (companions) class abilities, so it is a simple matter to replace those abilities with an animal companion of the appropriate level. For druids, ignore the bonus spells and granted powers listed in the stat block; for rangers, ignore the hunter's bond ability (which otherwise does not affect the ranger's statistics in any way).

An asterisk (*) after an animal companion's name indicates that only druids can select that type of companion.

Dinosaur*

Effective Druid Level 1

N Small animal

Init +3; Senses low-light vision, scent; Perception +8

Defense

AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)

hp 15 (2d8+6)

Fort +6, Ref +6, Will +1

Offense

Speed 60 ft.

Melee bite +2 (1d4), 2 talons +2 (1d6)

Statistics

Str 11, Dex 17, Con 17, Int 2, Wis 12, Cha 14

Base Atk +1; CMB +0; CMD 13

Feats Skill Focus (Perception)

Skills Acrobatics +7 (+19 when jumping), Perception +8

SQ tricks (attack, come, defend, down, fetch, guard, seek)

Pony

Effective Druid Level 1

N Medium animal

Init +1; Senses low-light vision, scent; Perception +8

Defense

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)

hp 11 (2d8+2)

Fort +4, Ref +4, Will +0

Offense

Speed 40 ft.

Melee 2 hooves +2 (1d3+1)

Statistics

Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4

Base Atk +1; CMB +2; CMD 13 (17 vs. trip)

Feats Skill Focus (Perception)

Skills Perception +8

SQ tricks (attack, come, defend, down, guard, heel, work)

Small Cat

Effective Druid Level 1

N Small animal

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

Defense

AC 17, touch 16, flat-footed 12 (+5 Dex, +1 natural, +1 size)

hp 11 (2d8+2)

Fort +4, Ref +8, Will +1

Offense

Speed 50 ft.

Melee bite +7 (1d4+1 plus trip), 2 claws +7 (1d2+1)

Statistics

Str 12, Dex 21, Con 13, Int 2, Wis 12, Cha 6

Base Atk +1; CMB +1; CMD 16 (20 vs. trip)

Feats Weapon Finesse

Skills Perception +5, Stealth +13

SQ tricks (attack [all creatures], come, defend, down, guard, heel)

Bird

Effective Druid Level 2

N Small animal

Init +2; Senses low-light vision; Perception +7

Defense

AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)

hp 16 (3d8+3)

Fort +4, Ref +5, Will +3

Offense

Speed 10 ft., fly 80 ft. (average)

Melee bite +5 (1d4), 2 talons +6 (1d4)

Statistics

Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6

Base Atk +2; CMB +1; CMD 13

Feats Weapon Finesse, Weapon Focus (talons)

Skills Fly +8, Perception +7

SQ tricks (attack, come, down, fetch, heel, seek, stay)

Boar*

Effective Druid Level 2

N Small animal

Init +1; Senses low-light vision, scent; Perception +10

Defense

AC 18, touch 12, flat-footed 17 (+1 Dex, +6 natural, +1 size)

hp 22 (3d8+9)

Fort +5, Ref +4, Will +2

Offense

Speed 40 ft.

Melee gore +4 (1d6+1)

Statistics

Str 13, Dex 12, Con 15, Int 2, Wis 13, Cha 4

Base Atk +2; CMB +2; CMD 13 (17 vs. trip)

Feats Skill Focus (Perception), Toughness

Skills Perception +10

SQ tricks (attack, come, defend, guard, heel, perform, stay)

Constrictor Snake

Effective Druid Level 2

N Medium animal

Init +3; Senses low-light vision, scent; Perception +8

Defense

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)

hp 19 (3d8+6)

Fort +4, Ref +6, Will +2

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +4 (1d3+3 plus grab)

Statistics

Str 15, Dex 17, Con 13, Int 1, Wis 12, Cha 2

Base Atk +2; CMB +4 (+8 grapple); CMD 17 (can't be tripped)

Feats Skill Focus (Perception), Toughness

Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +8, Stealth +7, Swim +10

SQ tricks (attack, come, defend, down)

Bear*

Effective Druid Level 3

N Small animal

Init +3; Senses low-light vision, scent; Perception +5

Defense

AC 18, touch 14, flat-footed 15 (+3 Dex, +4 natural, +1 size)

hp 16 (3d8+3)

Fort +4, Ref +6, Will +2

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee bite +6 (1d4+3), 2 claws +6 (1d3+3)

Statistics

Str 16, Dex 16, Con 13, Int 2, Wis 12, Cha 6

Base Atk +2; CMB +4; CMD 17 (21 vs. trip)

Feats Endurance, Run

Skills Perception +5, Survival +2, Swim +7

SQ tricks (attack, come, defend, down, guard, heel, perform, stay)

Camel

Effective Druid Level 3

N Large animal

Init +3; Senses low-light vision, scent; Perception +6

Defense

AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)

hp 19 (3d8+6)

Fort +5, Ref +6, Will +1

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +6 (1d4+6)

Ranged spit +4 ranged touch (sickened for 1d4 rounds)

Space 10 ft.; Reach 10 ft.

Statistics

Str 19, Dex 17, Con 14, Int 2, Wis 11, Cha 4

Base Atk +2; CMB +7; CMD 20 (24 vs. trip)

Feats Endurance, Weapon Focus (bite)

Skills Perception +6

SQ tricks (attack, come, down, fetch, guard, heel, stay, work)

Dog

Effective Druid Level 3

N Small animal

Init +4; Senses low-light vision, scent; Perception +8

Defense

AC 19, touch 15, flat-footed 15 (+4 Dex, +4 natural, +1 size)

hp 19 (3d8+6)

Fort +5, Ref +7, Will +2

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee bite +6 (1d4+3)

Statistics

Str 14, Dex 18, Con 15, Int 2, Wis 12, Cha 6

Base Atk +2; CMB +3; CMD 17 (21 vs. trip)

Feats Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +8, Survival +3

SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)

Badger

Effective Druid Level 4

N Medium animal

Init +3; Senses low-light vision, scent; Perception +8

Defense

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

hp 34 (4d8+16)

Fort +7, Ref +7, Will +2

Defensive Abilities evasion

Offense

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee bite +7 (1d6+3), 2 claws +6 (1d4+3)

Special Attacks rage (as barbarian for 6 rounds per day)

Statistics

Str 16, Dex 16, Con 17, Int 2, Wis 12, Cha 10

Base Atk +3; CMB +6; CMD 19 (23 vs. trip)

Feats Toughness, Weapon Focus (bite)

Skills Climb +11, Perception +8

SQ tricks (attack [all creatures], come, defend, fetch, guard, heel, stay)

Note: The badger's stat block does not include the adjustments from its rage ability.

Shark

Effective Druid Level 4

N Medium animal

Init +2; Senses blindsense, low-light vision, scent; Perception +8

Defense

AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)

hp 34 (4d8+16)

Fort +10, Ref +6, Will +2

Defensive Abilities evasion

Offense

Speed 0 ft., swim 60 ft.

Melee bite +8 (1d6+6)

Statistics

Str 18, Dex 14, Con 18, Int 1, Wis 12, Cha 2

Base Atk +3; CMB +7; CMD 19

Feats Great Fortitude, Weapon Focus (bite)

Skills Perception +8, Swim +12

SQ tricks (attack [any creature], guard, seek, track)

Viper Snake

Effective Druid Level 4

N Medium animal

Init +3; Senses low-light vision, scent; Perception +9

Defense

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

hp 22 (4d8+4)

Fort +5, Ref +7, Will +2

Defensive Abilities evasion

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +6 (1d4+3 plus poison)

Statistics

Str 14, Dex 16, Con 13, Int 1, Wis 12, Cha 2

Base Atk +3; CMB +5; CMD 18 (can't be tripped)

Feats Skill Focus (Perception), Weapon Finesse

Skills Acrobatics +7 (+3 when jumping), Climb +10, Perception +9, Stealth +7, Swim +10

SQ tricks (attack [any creature], come, defend, down)

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Big Cat*

Effective Druid Level 5

N Medium animal

Init +4; Senses low-light vision, scent; Perception +9

Defense

AC 17, touch 14, flat-footed 13 (+4 Dex, +3 natural)

hp 32 (5d8+10)

Fort +6, Ref +8, Will +3

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee bite +6 (1d6+2), 2 claws +6 (1d4+2)

Special Attacks rake (2 claws +6, 1d4+2)

Statistics

Str 14, Dex 18, Con 14, Int 2, Wis 15, Cha 10

Base Atk +3; CMB +5; CMD 19 (23 vs. trip)

Feats Skill Focus (Perception), Weapon Focus (bite, claws)

Skills Acrobatics +8 (+12 when jumping), Perception +9, Stealth +9, Swim +6

SQ tricks (attack [any creature], defend, down, guard, heel, seek, stay)

Pony

Effective Druid Level 5

N Medium animal

Init +2; Senses low-light vision, scent; Perception +9

Defense

AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)

hp 32 (5d8+10)

Fort +6, Ref +6, Will +1

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee 2 hooves +6 (1d3+3)

Statistics

Str 16, Dex 15, Con 14, Int 2, Wis 11, Cha 4

Base Atk +3; CMB +6; CMD 18 (22 vs. trip)

Feats Endurance, Run, Skill Focus (Perception)

Skills Acrobatics +6 (+10 when jumping), Perception +9, Swim +7

SQ combat trained, tricks (attack [all creatures], come, defend, down, guard, heel, work)

Wolf

Effective Druid Level 5

N Medium animal

Init +3; Senses low-light vision, scent; Perception +10

Defense

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)

hp 37 (5d8+15)

Fort +7, Ref +7, Will +2

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +6 (1d6+3 plus trip)

Statistics

Str 14, Dex 16, Con 16, Int 2, Wis 12, Cha 6

Base Atk +3; CMB +5; CMD 18 (22 vs. trip)

Feats Run, Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +10, Survival +3

SQ tricks (attack, come, defend, fetch, guard, heel, stay, track)

Ape*

Effective Druid Level 6

N Large animal

Init +3; Senses low-light vision, scent; Perception +10

Defense

AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, –1 size)

hp 45 (6d8+18)

Fort +9, Ref +8, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 30 ft., climb 30 ft.

Melee bite +10 (1d6+7), 2 claws +10 (1d6+7)

Space 10 ft.; Reach 10 ft.

Statistics

Str 24, Dex 17, Con 14, Int 2, Wis 12, Cha 7

Base Atk +4; CMB +12; CMD 25

Feats Great Fortitude, Skill Focus (Perception), Toughness

Skills Acrobatics +8, Climb +15, Perception +10, Stealth +3

SQ tricks (attack, come, defend, down, fetch, guard, seek, stay, work)

Horse

Effective Druid Level 6

N Large animal

Init +3; Senses low-light vision, scent; Perception +11

Defense

AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)

hp 45 (6d8+18)

Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +8 (1d4+5), 2 hooves +3 (1d6+2)

Space 10 ft.; Reach 5 ft.

Statistics

Str 20, Dex 16, Con 17, Int 2, Wis 12, Cha 6

Base Atk +4; CMB +10; CMD 23 (27 vs. trip)

Feats Endurance, Run, Skill Focus (Perception)

Skills Acrobatics +7 (+15 when jumping), Perception +11, Swim +9

SQ combat trained, tricks (attack [all creatures], come, defend, down, guard, heel, stay, work)

Camel

Effective Druid Level 7

N Large animal

Init +4; Senses low-light vision, scent; Perception +9

Defense

AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, –1 size)

hp 45 (6d8+18)

Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +10 (1d4+9)

Ranged spit +7 ranged touch (sickened for 1d4 rounds)

Space 10 ft.; Reach 10 ft.

Statistics

Str 23, Dex 18, Con 16, Int 2, Wis 11, Cha 4

Base Atk +4; CMB +11; CMD 25 (29 vs. trip)

Feats Endurance, Run, Weapon Focus (bite)

Skills Perception +9

SQ tricks (attack [any creature], come, down, fetch, guard, heel, stay, work)

Crocodile*

Effective Druid Level 7

N Medium animal

Init +2; Senses low-light vision; Perception +9

Defense

AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)

hp 45 (6d8+18)

Fort +8, Ref +7, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 20 ft., swim 30 ft.

Melee bite +10 (1d8+9) or

tail slap +10 (1d12+9)

Special Attacks death roll, grab, sprint

Statistics

Str 22, Dex 14, Con 17, Int 1, Wis 12, Cha 2

Base Atk +4; CMB +10 (+14 grapple); CMD 22 (26 vs. trip)

Feats Run, Skill Focus (Perception, Stealth)

Skills Perception +9, Stealth +12, Swim +14

SQ hold breath, tricks (attack [any creature], come, defend, guard, seek)

Small Cat

Effective Druid Level 7

N Medium animal

Init +6; Senses low-light vision, scent; Perception +6

Defense

AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)

hp 39 (6d8+12)

Fort +7, Ref +11, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +10 (1d6+4 plus trip), 2 claws +11 (1d3+4)

Statistics

Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6

Base Atk +4; CMB +8; CMD 24 (28 vs. trip)

Feats Skill Focus (Stealth), Weapon Finesse, Weapon Focus (claws)

Skills Acrobatics +10 (+18 when jumping), Climb +9, Perception +6, Stealth +13

SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, stay)

Bird

Effective Druid Level 8

N Small animal

Init +4; Senses low-light vision; Perception +10

Defense

AC 21, touch 16, flat-footed 16 (+4 Dex, +1 dodge, +5 natural, +1 size)

hp 45 (7d8+14)

Fort +7, Ref +9, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 10 ft., fly 80 ft. (average)

Melee bite +11 (1d4+2), 2 talons +11 (1d4+2)

Statistics

Str 14, Dex 18, Con 14, Int 2, Wis 14, Cha 6

Base Atk +5; CMB +6; CMD 21

Feats Dodge, Weapon Finesse, Weapon Focus (bite, talons)

Skills Fly +11, Perception +10

SQ tricks (attack [any creature], come, down, fetch, guard, heel, seek, stay)

Constrictor Snake

Effective Druid Level 8

N Large animal

Init +3; Senses low-light vision, scent; Perception +10

Defense

AC 20, touch 13, flat-footed 16 (+3 Dex, +1 dodge, +7 natural, –1 size)

hp 59 (7d8+28)

Fort +8, Ref +8, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +13 (1d4+12 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d4+12)

Statistics

Str 26, Dex 17, Con 17, Int 1, Wis 12, Cha 2

Base Atk +5; CMB +14 (+18 grapple); CMD 28 (can't be tripped)

Feats Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite)

Skills Acrobatics +7 (+3 when jumping), Climb +20, Perception +10, Stealth +4, Swim +16

SQ tricks (attack [any creature], come, defend, down, guard)

Badger

Effective Druid Level 9

N Medium animal

Init +4; Senses low-light vision, scent; Perception +15

Defense

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)

hp 76 (8d8+40)

Fort +10, Ref +10, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee bite +11/+6 (1d6+4), 2 claws +11 (1d4+4)

Special Attacks rage (as barbarian for 6 rounds per day)

Statistics

Str 18, Dex 18, Con 18, Int 2, Wis 12, Cha 10

Base Atk +6; CMB +10; CMD 24 (28 vs. trip)

Feats Skill Focus (Perception), Toughness, Weapon Focus (bite), Weapon Focus (claws)

Skills Climb +12, Perception +15

SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, seek, stay)

Note: The badger's stat block does not include the adjustments from its rage ability.

Pony

Effective Druid Level 9

N Medium animal

Init +3; Senses low-light vision, scent; Perception +11

Defense

AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)

hp 52 (8d8+16)

Fort +8, Ref +9, Will +2; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee hoof +11/+6/+11 (1d3+5)

Statistics

Str 20, Dex 16, Con 14, Int 2, Wis 11, Cha 4

Base Atk +6; CMB +11; CMD 24 (28 vs. trip)

Feats Endurance, Power Attack, Run, Skill Focus (Perception)

Skills Acrobatics +8 (+12 when jumping), Perception +11, Swim +9

SQ combat trained, tricks (attack [any creature], come, defend, down, guard, heel, seek, stay, work)

Dog

Effective Druid Level 10-11

N Medium animal

Init +4; Senses low-light vision, scent; Perception +11

Defense

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)

hp 85 (9d8+45)

Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee bite +12/+7 (1d6+7)

Statistics

Str 21, Dex 18, Con 18, Int 2, Wis 12, Cha 6

Base Atk +6; CMB +11; CMD 25 (29 vs. trip)

Feats Run, Skill Focus (Perception, Survival), Toughness, Weapon Focus (bite)

Skills Perception +11, Survival +8, Swim +9

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, stay, track)

Horse

Effective Druid Level 10-11

N Large animal

Init +3; Senses low-light vision, scent; Perception +13

Defense

AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, –1 size)

hp 67 (9d8+27)

Fort +9, Ref +9, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +11 (1d4+6), 2 hooves +9 (1d6+3)

Space 10 ft.; Reach 5 ft.

Statistics

Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 6

Base Atk +6; CMB +13 (+15 overrun); CMD 26 (28 vs. overrun, 30 vs. trip)

Feats Endurance, Improved Overrun, Multiattack, Power Attack, Run, Skill Focus (Perception)

Skills Acrobatics +8 (+16 when jumping), Perception +13, Swim +10

SQ combat trained, tricks (attack [any creature], come, defend, down, guard, heel, seek, stay, work)

Viper Snake

Effective Druid Level 10-11

N Medium animal

Init +4; Senses low-light vision, scent; Perception +10

Defense

AC 22, touch 14, flat-footed 18 (+4 Dex, +8 natural)

hp 67 (9d8+27)

Fort +8, Ref +10, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +11/+6 (1d6+4 plus poison)

Statistics

Str 16, Dex 18, Con 14, Int 1, Wis 12, Cha 2

Base Atk +6; CMB +9; CMD 23 (can't be tripped)

Feats Improved Natural Attack (bite), Skill Focus (Perception), Toughness, Weapon Finesse, Weapon Focus (bite)

Skills Acrobatics +9 (+5 when jumping), Climb +15, Perception +10, Stealth +10, Swim +11

SQ tricks (attack [any creature], come, defend, down, guard, seek)

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Wolf

Effective Druid Level 10-11

N Medium animal

Init +3; Senses low-light vision, scent; Perception +10

Defense

AC 23, touch 13, flat-footed 19 (+3 Dex, +1 dodge, +10 natural, –1 size)

hp 85 (9d8+45)

Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +13/+8 (1d8+10 plus trip)

Space 10 ft.; Reach 5 ft.

Statistics

Str 25, Dex 16, Con 20, Int 2, Wis 12, Cha 6

Base Atk +6; CMB +14; CMD 28 (32 vs. trip)

Feats Blind-Fight, Dodge, Run, Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +10, Stealth +5, Survival +4

SQ tricks (attack [any creature], come, defend, fetch, guard, heel, seek, stay, track)

Boar*

Effective Druid Level 12

N Medium animal

Init +2; Senses low-light vision, scent; Perception +12

Defense

AC 26, touch 12, flat-footed 24 (+2 Dex, +14 natural)

hp 95 (10d8+50)

Fort +11, Ref +9, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee gore +14/+9 (1d8+9)

Special Attacks ferocity

Statistics

Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 4

Base Atk +7; CMB +13; CMD 25 (29 vs. trip)

Feats Improved Bull Rush, Power Attack, Skill Focus (Perception), Toughness, Weapon Focus (gore)

Skills Perception +12, Survival +3, Swim +12

SQ tricks (attack [any creature], come, defend, down, guard, heel, perform, seek, stay, track)

Small Cat

Effective Druid Level 12

N Medium animal

Init +7; Senses low-light vision, scent; Perception +7

Defense

AC 26, touch 17, flat-footed 19 (+7 Dex, +9 natural)

hp 85 (10d8+40)

Fort +10, Ref +14, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +14/+9 (1d6+5 plus trip), 2 claws +15 (1d3+5)

Statistics

Str 20, Dex 24, Con 16, Int 2, Wis 12, Cha 6

Base Atk +7; CMB +12; CMD 29 (33 vs. trip)

Feats Blind-Fight, Skill Focus (Stealth), Toughness, Weapon Finesse, Weapon Focus (claws)

Skills Acrobatics +12 (+20 when jumping), Climb +11, Perception +7, Stealth +15

SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay)

Bear*

Effective Druid Level 13

N Medium animal

Init +3; Senses low-light vision, scent; Perception +12

Defense

AC 23, touch 13, flat-footed 20 (+3 Dex, +10 natural)

hp 82 (11d8+33)

Fort +10, Ref +10, Will +4; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 40 ft.

Melee bite +15/+10 (1d6+7), 2 claws +15 (1d4+7)

Statistics

Str 24, Dex 17, Con 16, Int 2, Wis 12, Cha 6

Base Atk +8; CMB +15; CMD 28 (32 vs. trip)

Feats Endurance, Improved Bull Rush, Power Attack, Run, Skill Focus (Perception, Survival)

Skills Climb +11, Perception +12, Survival +6, Swim +13

SQ tricks (attack [any creature], come, defend, down, guard, heel, perform, seek, stay, track)

Camel

Effective Druid Level 13

N Large animal

Init +5; Senses low-light vision, scent; Perception +14

Defense

AC 23, touch 14, flat-footed 18 (+5 Dex, +9 natural, –1 size)

hp 93 (11d8+44)

Fort +10, Ref +12, Will +3; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 50 ft.

Melee bite +16/+11 (1d4+12)

Ranged spit +12 ranged touch (sickened for 1d4 rounds)

Space 10 ft.; Reach 10 ft.

Statistics

Str 26, Dex 20, Con 16, Int 2, Wis 11, Cha 4

Base Atk +8; CMB +17; CMD 32 (36 vs. trip)

Feats Blind-Fight, Endurance, Power Attack, Run, Toughness, Weapon Focus (bite)

Skills Perception +14

SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, stay, work)

Badger

Effective Druid Level 14

N Medium animal

Init +4; Senses low-light vision, scent; Perception +22

Defense

AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)

hp 114 (12d8+60)

Fort +12, Ref +12, Will +5; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 30 ft., burrow 10 ft., climb 10 ft.

Melee bite +15/+10 (1d6+5), 2 claws +15 (1d4+5)

Special Attacks rage (as barbarian for 6 rounds per day)

Statistics

Str 20, Dex 19, Con 18, Int 2, Wis 12, Cha 10

Base Atk +9; CMB +14; CMD 29 (33 vs. trip)

Feats Blind-Fight, Dodge, Skill Focus (Perception), Toughness, Weapon Focus (bite, claws)

Skills Climb +13, Perception +22

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, seek, stay, work)

Note: The badger's stat block does not include the adjustments from its rage ability.

Bird

Effective Druid Level 14

N Small animal

Init +5; Senses low-light vision; Perception +14

Defense

AC 26, touch 17, flat-footed 20 (+5 Dex, +1 dodge, +9 natural, +1 size)

hp 90 (12d8+36)

Fort +10, Ref +13, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 10 ft., fly 80 ft. (average)

Melee bite +16/+11 (1d4+4), 2 talons +16 (1d4+4)

Statistics

Str 18, Dex 20, Con 14, Int 2, Wis 14, Cha 6

Base Atk +9; CMB +12; CMD 28

Feats Dodge, Power Attack, Toughness, Weapon Finesse, Weapon Focus (talons, bite)

Skills Fly +13, Perception +14

SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay)

Crocodile*

Effective Druid Level 14

N Medium animal

Init +3; Senses low-light vision; Perception +15

Defense

AC 26, touch 14, flat-footed 22 (+3 Dex, +1 dodge, +12 natural)

hp 102 (12d8+48)

Fort +12, Ref +11, Will +5; +4 on Will saves vs. enchantments

Defensive Abilities evasion

Offense

Speed 20 ft., swim 30 ft.

Melee bite +16/+11 (2d6+10) or

tail slap +16 (1d12+10)

Special Attacks death roll, grab, sprint

Statistics

Str 25, Dex 16, Con 18, Int 1, Wis 12, Cha 2

Base Atk +9; CMB +16 (+20 grapple); CMD 30 (34 vs. trip)

Feats Dodge, Improved Natural Attack (bite), Power Attack, Run, Skill Focus (Perception, Stealth)

Skills Perception +15, Stealth +13, Swim +15

SQ hold breath, tricks (attack [any creature], come, defend, down, guard, seek, stay)

Dog

Effective Druid Level 15

N Medium animal

Init +5; Senses low-light vision, scent; Perception +12

Defense

AC 27, touch 15, flat-footed 22 (+5 Dex, +12 natural)

hp 114 (12d8+60)

Fort +12, Ref +13, Will +5; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 40 ft.

Melee bite +17/+12 (1d6+10)

Statistics

Str 24, Dex 20, Con 18, Int 2, Wis 12, Cha 6

Base Atk +9; CMB +16; CMD 31 (35 vs. trip)

Feats Intimidating Prowess, Run, Skill Focus (Perception, Survival), Toughness, Weapon Focus (bite)

Skills Intimidate +6, Perception +12, Survival +9, Swim +11

SQ tricks (attack [all creatures], come, defend, down, fetch, guard, heel, seek, stay, track, work)

Shark

Effective Druid Level 15

N Medium animal

Init +4; Senses blindsense, low-light vision, scent; Perception +22

Defense

AC 29, touch 15, flat-footed 24 (+4 Dex, +1 dodge, +14 natural)

hp 102 (12d8+48)

Fort +14, Ref +14, Will +5; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 0 ft., swim 60 ft.

Melee bite +17/+12 (1d8+10)

Statistics

Str 24, Dex 18, Con 18, Int 1, Wis 12, Cha 2

Base Atk +9; CMB +16; CMD 31

Feats Dodge, Great Fortitude, Improved Natural Attack (bite), Lightning Reflexes, Skill Focus (Perception), Weapon Focus (bite)

Skills Perception +22, Swim +15

SQ tricks (attack [any creature], defend, down, guard, heel, seek, stay, track)

Big Cat*

Effective Druid Level 16

N Large animal

Init +5; Senses low-light vision, scent; Perception +12

Defense

AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural, –1 size)

hp 110 (13d8+52)

Fort +12, Ref +13, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 40 ft.

Melee bite +18/+13 (1d8+9), 2 claws +18 (1d6+9)

Space 10 ft.; Reach 5 ft.

Special Attacks grab, pounce, rake (2 claws +18, 1d6+9)

Statistics

Str 28, Dex 20, Con 18, Int 2, Wis 15, Cha 10

Base Atk +9; CMB +19; CMD 35 (39 vs. trip)

Feats Dodge, Power Attack, Run, Skill Focus (Perception, Stealth), Weapon Focus (bite, claws)

Skills Acrobatics +9 (+13 when jumping), Perception +12, Stealth +13, Swim +14

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track)

Horse

Effective Druid Level 16

N Large animal

Init +5; Senses low-light vision, scent; Perception +15

Defense

AC 29, touch 15, flat-footed 23 (+5 Dex, +1 dodge, +14 natural, –1 size)

hp 110 (13d8+52)

Fort +11, Ref +13, Will +5; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 50 ft.

Melee bite +15 (1d4+7), 2 hooves +13 (1d6+3)

Space 10 ft.; Reach 5 ft.

Statistics

Str 24, Dex 20, Con 17, Int 2, Wis 12, Cha 6

Base Atk +9; CMB +17 (+19 overrun); CMD 33 (35 vs. overrun, 37 vs. trip)

Feats Dodge, Endurance, Improved Overrun, MultiattackB, Power Attack, Run, Skill Focus (Perception), Toughness

Skills Acrobatics +12 (+20 when jumping), Perception +15, Swim +11

SQ combat trained, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay, work)

Constrictor Snake

Effective Druid Level 17

N Large animal

Init +5; Senses low-light vision, scent; Perception +13

Defense

AC 28, touch 15, flat-footed 22 (+5 Dex, +1 dodge, +13 natural, –1 size)

hp 133 (14d8+70)

Fort +13, Ref +14, Will +5; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +20/+15 (1d6+15 plus grab)

Space 10 ft.; Reach 10 ft.

Special Attacks constrict (1d4+15)

Statistics

Str 30, Dex 20, Con 18, Int 1, Wis 12, Cha 2

Base Atk +10; CMB +21 (+25 grapple); CMD 37 (can't be tripped)

Feats Blind-Fight, Diehard, Dodge, Improved Natural Attack (bite), Skill Focus (Perception), Toughness, Weapon Focus (bite)

Skills Acrobatics +9 (+5 when jumping), Climb +22, Perception +13, Stealth +10, Swim +18

SQ tricks (attack [any creature], come, defend, down, guard, heel, seek, stay)

Dinosaur*

Effective Druid Level 18-19

N Medium animal

Init +6; Senses low-light vision, scent; Perception +13

Defense

AC 32, touch 17, flat-footed 25 (+6 Dex, +1 dodge, +15 natural)

hp 142 (15d8+75)

Fort +14, Ref +15, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 60 ft.

Melee bite +17/+12 (1d6+6), 2 claws +17 (1d4+6), 2 talons +18 (2d6+6)

Special Attacks pounce

Statistics

Str 22, Dex 22, Con 20, Int 2, Wis 12, Cha 14

Base Atk +11; CMB +17; CMD 34

Feats Diehard, Dodge, Endurance, Improved Natural Attack (talons), Mobility, Run, Skill Focus (Perception), Weapon Focus (talons)

Skills Acrobatics +14 (+26 when jumping), Perception +13, Stealth +13

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work)

Viper Snake

Effective Druid Level 18-19

N Medium animal

Init +5; Senses low-light vision, scent; Perception +13

Defense

AC 30, touch 16, flat-footed 24 (+5 Dex, +1 dodge, +14 natural)

hp 112 (15d8+45)

Fort +11, Ref +14, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 20 ft., climb 20 ft., swim 20 ft.

Melee bite +17/+12 (1d6+7 plus poison)

Statistics

Str 20, Dex 21, Con 14, Int 1, Wis 12, Cha 2

Base Atk +11; CMB +16; CMD 32 (can't be tripped)

Feats Dodge, Improved Natural Attack (bite), Mobility, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Weapon Finesse, Weapon Focus (bite)

Skills Acrobatics +10 (+6 when jumping), Climb +17, Perception +13, Stealth +17, Swim +13

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, seek, stay)

Special Abilities

Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Wolf

Effective Druid Level 18-19

N Large animal

Init +5; Senses low-light vision, scent; Perception +13

Defense

AC 31, touch 15, flat-footed 25 (+5 Dex, +1 dodge, +16 natural, –1 size)

hp 157 (15d8+90)

Fort +14, Ref +14, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 50 ft.

Melee bite +20/+15 (2d6+13 plus trip)

Space 10 ft.; Reach 5 ft.

Statistics

Str 28, Dex 20, Con 20, Int 2, Wis 12, Cha 6

Base Atk +11; CMB +21; CMD 37 (41 vs. trip)

Feats Blind-Fight, Dodge, Improved Natural Attack (bite), Mobility, Run, Skill Focus (Perception), Toughness, Weapon Focus (bite)

Skills Perception +13, Stealth +10, Survival +4

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work)

Ape*

Effective Druid Level 20

N Large animal

Init +6; Senses low-light vision, scent; Perception +12

Defense

AC 30, touch 15, flat-footed 24 (+6 Dex, +15 natural, –1 size)

hp 120 (16d8+48)

Fort +14, Ref +16, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 30 ft., climb 30 ft.

Melee bite +22/+17 (1d6+10), 2 claws +22 (1d6+10)

Space 10 ft.; Reach 10 ft.

Statistics

Str 30, Dex 22, Con 14, Int 2, Wis 12, Cha 7

Base Atk +12; CMB +23; CMD 39

Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Bull Rush, Skill Focus (Perception), Toughness, Weapon Focus (bite, claws)

Skills Acrobatics +14, Climb +18, Perception +12, Stealth +11

SQ tricks (attack [any creature], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work)

Small Cat

Effective Druid Level 20

N Medium animal

Init +8; Senses low-light vision, scent; Perception +13

Defense

AC 32, touch 19, flat-footed 23 (+8 Dex, +1 dodge, +13 natural)

hp 136 (16d8+64)

Fort +13, Ref +18, Will +6; +4 on Will saves vs. enchantments

Defensive Abilities improved evasion

Offense

Speed 50 ft.

Melee bite +21/+16 (1d6+7 plus trip), 2 claws +21 (1d3+7)

Statistics

Str 24, Dex 26, Con 16, Int 2, Wis 12, Cha 6

Base Atk +12; CMB +19; CMD 38 (42 vs. trip)

Feats Blind-Fight, Dodge, Mobility, Skill Focus (Stealth), Toughness, Weapon Finesse, Weapon Focus (bite, claws)

Skills Acrobatics +13 (+21 when jumping), Climb +13, Perception +13, Stealth +16

SQ sprint, tricks (attack [all creatures], come, defend, down, fetch, guard, heel, perform, seek, stay, track, work)

Appendix 2: Encounter Groups

By following the guidelines for building adventures and encounters in the Pathfinder RPG Core Rulebook (see pages 396–401), you can use the NPCs presented in this book to create a number of diverse and challenging encounters. If you're in a hurry, this appendix provides a number of thematic encounters using the NPCs in this book. Every theme is split into low-level, mid-level, and high-level encounters, each with its Challenge Rating. These are followed by the NPCs in the encounters, along with their races, classes, and levels, as well as the page where you can find each NPC.

Arcane Warriors

Not all masters of the arcane arts are wizened scholars poring over books of esoteric formulae. Some possess formidable powers forged in the heat of battle.

Low-Level (CR 3)

These two mages are not afraid to dive into melee when the need arises.

1 battle mage (elf wizard 3)
1 gem sorcerer (dwarf sorcerer 2)

Mid-Level (CR 8)

This wandering pair doesn't look for trouble, but doesn't shrink from it either.
1 queen of staves (elf fighter 2/abjurer 5/eldritch knight 2)
1 storm prophet (dwarf sorcerer 7/dragon disciple 2)

High-Level (CR 22)

Tricky and dangerous, these arcane warriors stalk the land looking for challenges to overcome and evil to work.
1 chaos arrow (gnome rogue 6/sorcerer 4/arcane archer 10)
1 god stealer (elf rogue 3/enchanter 7/arcane trickster 10)
1 ice maiden (elf sorcerer 10/dragon disciple 10)

Archer Bands

Many warriors know that the best kind of offense is the kind made from a distance. These warriors deal death before their enemies can approach.

Low-Level (CR 3)

These stealthy archers fire off shots from hiding.

2 novice scouts (half-elf rangers 1)
1 skilled sniper (half-elf rogue 3)

Mid-Level (CR 11)

These woodland scouts mix archery with magic and melee might.

1 fastidious sharpshooter (gnome fighter 8)
3 forest guardians (elf barbarians 6)
1 green warden (elf fighter 5/conjurer 2/arcane archer 2)

High-Level (CR 18)

These archers hunt down undead, but can also handle anyone else who gets in their way.
1 undead bane (ranger 9/sorcerer 1/arcane archer 7)
2 undead slayers (rangers 16)

Aristocratic Courts

Though aristocrats often shun battle or get others to do their dirty work, they present different kinds of challenges to overcome—particularly social ones.

Low-Level (CR 4)

A princess and her paladin guard pass out coins to the poor.

6 beggars (half-elf commoners 1)
1 callous rake (human paladin 1)
1 princess (human aristocrat 2)

Mid-Level (CR 11)

The local mayor is constantly surrounded by a group of lawyers and merchants vying for his favor. He is also protected by a pair of personal bodyguards.

3 cutthroat lawyers (half-elf experts 9)
2 expert bodyguards (human warriors 7)
1 mayor (human aristocrat 7)
2 successful merchants (human experts 7)

High-Level (CR 18)

A cadre of paladins and a court historian serve in the retinue of this young king.

1 king (human aristocrat 10)
1 master historian (dwarf bard 10/loremaster 7)
1 mounted paragon (human paladin 16)
4 pious guards (human paladins 10)

Barbarian Warbands

Barbarian warriors are the scourge of wilderness and the high seas; their actions are hard to predict and overcome.

Low-Level (CR 3)

These sea-going mercenaries can be found in a small boat or raiding a coastal settlement.

1 sail master (human druid 2)
2 savage mercenaries (human barbarians 1)

Mid-Level (CR 10)

Dwarven barbarians sometimes recruit the aid of gnome spellcasters to empower their bands.

1 cave stalker (dwarf rogue 6)
2 sundering axes (dwarf barbarians 7)
1 trickster mage (gnome sorcerer 8)

High-Level (CR 16)

Charismatic tribal leaders are able to coax hidden powers from some of their tribe members.

1 acid terror (human sorcerer 9/dragon disciple 4)
2 savage riders (human barbarians 13)
1 tribal leader (human bard 13)

Bardic Troupes

Often these groups are content with entertaining the masses. Other times they have clandestine motivations.

Low-Level (CR 2)

Bards sometimes hire sorcerers or wizards to supplement their performances with flashy magic.

1 mercenary magician (human sorcerer 1)
2 tavern singers (half-elf bards 1)

Mid-Level (CR 11)

Sometimes bards ply their trade while a thief skulks about, pickpocketing members of the crowd.

1 freelance thieves (human rogue 7)
1 seance medium (human bard 10)
1 street artist (elf bard 8)

High-Level (CR 16)

The wandering troupes of circus performers who dazzle and entertain crowds also have many dangerous talents.

1 courtesan (human bard 12)
1 lion tamer (gnome bard 15)
2 poisonous performers (human monks 11)
1 prankster illusionist (gnome illusionist 10)

Burglars

These skilled thieves and adventurers are adept at breaking, entering, and larceny.

Low-Level (CR 3)

While the street performer distracts a crowd outside a building, two cutpurses pilfer the loot within.

2 cutpurses (human rogues 1)
1 street performer (human bard 2)

Mid-Level (CR 11)

A pair of gnomes is backed up by a bit of muscle and a drunken cleric who is just along for the new experience.

1 blackstrike (human fighter 7/shadowdancer 2)
1 carousing champion (halfling cleric 6)
2 trapsmiths (gnome rogues 8)

High-Level (CR 19)

A wealth of academic knowledge and a good sword arm can be useful during break-ins.

1 graceful slayer (elf barbarian 17)
1 master historian (dwarf bard 10/loremaster 7)
1 vaultbreaker (human rogue 6/transmuter 4/arcane trickster 7)

Caravan Defenders

Tasked with making sure that traders and their goods reach their desired destination, many caravan defenders leap into action when danger approaches—though those who fight for gold may flee if death seems likely.

Low-Level (CR 7)

A daring merchant and a somewhat reluctant carpenter come to the aid of the caravan guards.

4 guards (human warriors 3)
1 journeyman carpenter (half-orc expert 4)
1 successful merchant (human expert 7)

Mid-Level (CR 12)

A well-defended diplomat is traveling with this caravan. When threatened, she and her entourage take up the caravan's defense.

4 cavalry soldiers (half-elf warriors 9)
1 diplomat (half-elf aristocrat 8)
1 griffon rider (elf fighter 10)

High-Level (CR 18)

Traveling though the dangerous high desert, this rich caravan is defended by stalkers and spellcasters.

4 desert stalkers (half-orc rangers 14)
1 fury of flame (human druid 14)
1 natural arcanist (halfling sorcerer 16)

City Defenders

Civil peace and prosperity must often be defended with force of arms. These men and women defend the people of their settlement.

Low-Level (CR 4)

A veteran guard leads a cadre of raw recruits on a patrol through lower-class sections of the city to show them the ropes and toughen them up for future challenges.

1 guard (human warrior 3)
6 recruits (dwarf warriors 1)

Mid-Level (CR 11)

A paladin leads a group of cavalry soldiers patrolling the lands just outside the city walls.

4 cavalry soldiers (half-elf warriors 9)
1 saintly knight (half-orc paladin 9)

High-Level (CR 20)

When a city is threatened, its paladins rally to defend it.

1 mithral master (half-elf paladin 19)
4 mounted paragons (human paladins 16)

Divine Crusaders

Religious missionaries, driven by their fervor, often treat any resistance to their cause as heresy.

Low-Level (CR 4)

Dangers to the faithful can bring crusaders of different religious mind-sets together to fight for a common purpose.

1 haughty avenger (half-elf paladin 3)
1 initiate of flame (dwarf druid 1)
1 war priest (dwarf cleric 2)

Mid-Level (CR 9)

Not all religions help people. Some calls to divine action bring only slaughter.

4 axe warriors (half-orc barbarians 3)
1 axe dancer (half-orc monk 8)
1 wrath priest (half-orc cleric 8)

High-Level (CR 20)

When dwarven holds are threatened, their holy defenders can rally truly awesome divine responses.

1 axe lord (dwarf paladin 17)
2 dwarven arbalesters (dwarf fighters 16)
1 holy battle mage (dwarf cleric 5/wizard 5/mystic theurge 10)

Draconic Ravagers

Draconic blood often breeds arrogance and an intolerance for those seen as lesser creatures.

Low-Level (CR 4)

With a majesty to match her arrogance, this sorcerer always keeps her monastic bodyguard nearby.

1 vigilant bodyguard (human monk 3)
1 whiteclaw sorcerer (elf sorcerer 3)

Mid-Level (CR 14)

These blackscale sorcerers revere their acid terror leader as a deity.

1 acid terror (human sorcerer 9/dragon disciple 4)
3 blackscale sorcerers (half-orc sorcerers 10)

High-Level (CR 19)

In times of great danger, dragon chieftains rally the most powerful warriors from their tribes.
1 dragon chieftain (half-orc bard 10/dragondisciple 7)
4 undead hunters (half-orc barbarians 16)

Druid Circles

Protectors of sacred wilderness sites, these priests and their allies respond to threats with the wild savagery of nature.

Low-Level (CR 7)

Even druid circles filled with small folk can be deadly when roused.

1 evasive slip (halfling druid 6)
2 sylvan protectors (gnome druids 3)
1 town watcher (halfling ranger 2)

Mid-Level (CR 12)

Being stranded on a remote island necessitates strange druidic fellowships with the indigenous population.

1 castaway (half-orc druid 12)
2 mud shamans (human druids 9)

High-Level (CR 18)

Lone and dangerous druids often select champions from local barbarian tribes to serve them.

1 hateful scourge (half-elf druid 17)
2 life stealers (human barbarians 15)

Guild Associations

Larger cities give rise to many guilds. Each is filled with specialists more interested in profit and their own self-interest than the well-being of others.

Low-Level (CR 3)

Human apprentice jewelers are lucky when they can learn the craft from a dwarven master.

3 apprentice jewelers (human experts 1)
1 gem sorcerer (dwarf sorcerer 2)

Mid-Level (CR 11)

Members of the Solicitors' Guild sometimes seek out academics to assist with important cases.

1 cruel instructor (human bard 9)
4 cutthroat lawyers (half-elf experts 9)

High-Level (CR 19)

The Drama and Actors' Guild hires a few adventurers to act in plays. Typically, a master storycrafter teaches them how to convert their talents into drama.

1 improvised hurler (dwarf monk 15)
1 masked lord (human rogue 17)
1 master storycrafter (half-elf sorcerer 10/Pathfinder chronicler 7)
1 spellsword (elf bard 16)

Local Adventurers

Most settlements support their own bands of adventurers who don't look kindly on any form of competition.

Low-Level (CR 5)

This group of misfits scours the countryside looking for threats to overcome and treasure to accumulate.

1 daring bravo (gnome fighter 2)
1 skilled sniper (half-elf rogue 3)
1 street magician (gnome enchanter 2)
1 war priest (dwarf cleric 2)

Mid-Level (CR 9)

Having adventured with each other for a number of seasons, the members of this group fight well together and have a few tricks up their collective sleeves.

1 adventuring blacksmith (half-elf fighter 6)
1 carousing champion (halfling cleric 6)
1 freelance thief (human rogue 7)
1 thunder wizard (halfling evoker 7)

High-Level (CR 18)

These local champions are very protective of their community, and know each other's tactics like the backs of their hands.

1 cruel conjurer (human conjurer 15)
1
dwarven arbalester (dwarf fighter 16)
1 elemental priest (halfling cleric 16)
1 mage slayer (half-orc rogue 16)

Monastic Band

Bands of monks roam the areas around their monastery to protect the people in their charge or to further their esoteric philosophies.

Low-Level (CR 5)

A cruel master shows initiates how to strike hard and go for the kill.

3 careful initiates (human monks 1)
1 cruel devotee (human monk 5)

Mid-Level (CR 10)

These monks protect their sacred charge.

1 sacred sorcerer (human sorcerer 9)
3 spry ambushers (gnome monks 4)
1 steadfast defender (dwarf monk 9)

High-Level (CR 18)

These strange fellows defend a cave sacred to their order.

2 improvised hurlers (dwarf monks 15)
1 warren chief (gnome monk 17)

Mysterious Adventurers

Keeping their goals and motivations to themselves, these adventurers can serve as a foil to other groups, threatening to steal the PCs' glory.

Low-Level (CR 3)

Just recently formed, this group is still learning how to work together effectively.

1 initiate of flame (dwarf druid 1)
1 mercenary magician (human sorcerer 1)
1 novice scout (half-elf ranger 1)
1 tavern singer (half-elf bard 1)

Mid-Level (CR 8)

These ragtag adventurers care only about accumulating treasure, though they claim loftier goals when asked.

1 bramble sorcerer (half-elf sorcerer 5)
1 cavern defender (half-elf druid 5)
1 gambler (dwarf bard 7)
1 mounted archer (human ranger 5)

High-Level (CR 13)

Searching for a group of artifacts for a mysterious master, this group goes to great lengths to guard its secrets.

1 blackscale sorcerer (half-orc sorcerer 10)
1 chameleon (half-orc bard 11)
1 giant killer (gnome ranger 11)
1 mistress of high places (half-elf druid 11)

Pirate Crews

Roaming the open sea and river networks, these raiders care for little besides gold and their own preservation.

Low-Level (CR 4)

This small crew of novice pirates raids settlements nestled along riverbanks.

1 old sailor (elf expert 2)
1 sail master (human druid 2)
3 superstitious mercenaries (human fighters 1)

Mid-Level (CR 10)

The terror of coastal communities, this crew is led by a daring woman who has claimed the rank of pirate queen.

1 bloodfire sorcerer (half-orc sorcerer 7)
1 pirate queen (human ranger 10)
6 veteran buccaneers (human warriors 4)

High-Level (CR 17)

Raiding ships on the high seas, this seasoned crew is supported by a fire mage.

1 life stealer (human barbarian 15)
1 pirate king (half-elf fighter 15)
1 pyromaniac mage (human evoker 13)
4 scheming fencers (human fighters 11)

Questing Paladins

Unyielding in their goals, a group of paladins on a sacred mission can be frustrating adversaries.

Low-Level (CR 7)

This group's unorthodox tactics surprise the enemies of law and good.

1 holy archer (elf paladin 6)
2 skirmishing crusaders (gnome paladins 4)

Mid-Level (CR 10)

A cadre of clerics follow around a paladin they consider a living saint.

4 noble crusaders (human clerics 5)
1 saintly knight (half-orc paladin 9)

High-Level (CR 20)

This group is on a quest to purge the world of both demons and undead.

1 demon hunter (human paladin 20)
3 undead slayers (human rangers 16)

Sage Circle

Purveyors of knowledge are good at keeping secrets unless they are paid to share them. They may lord their magical abilities over their communities, or reside in hidden hermitages.

Low-Level (CR 7)

This sage has taken on a wizard who is too afraid to go adventuring, and is plagued by the endless pessimism-laced questions of the local doom prophet.

1 cautious mage (human wizard 1)
1 doom prophet (half-orc adept 4)
1 wise sage (human expert 8)

Mid-Level (CR 10)

These sages are usually found in the back of one smoky tavern or another, arguing about minutiae and eager to acquire rare books from adventurers.

1 aloof scholar (elf bard 7/Pathfinder chronicler 2)
1 divine loremaster (halfling cleric 7/loremaster 2)
1 wise sage (human expert 8)

High-Level (CR 18)

Masters of dwarven lore, these sages share their vast knowledge only in return for payment made in fine gems, mithral items, and platinum coins.

1 deep marshal (dwarf abjurer 16)
1 master historian (dwarf bard 10/loremaster 7)
1 tunnel drummer (dwarf bard 14)

Sellswords

Those plagued by pesky adventurers often hire skilled mercenaries to defend them.

Low-Level (CR 6)

Brigands often team up with rogues to bring down foes with deadly efficiency.

2 skulking brutes (half-orc rogues 2)
3 traitorous brigands (half-orc fighters 3)

Mid-Level (CR 12)

This fencer keeps a couple of slingers to watch his back during a fight.

2 halfling slingers (halfling fighters 9)
1 scheming fencer (human fighter 11)

High-Level (CR 19)

This unconventional duo defeats its foes with bold, even ostentatious flourishes.

1 failed disciple (half-orc fighter 18)
1 sword savant (elf monk 19)

Slayers

When adventurers thwart their plans, governments, churches, and criminals have all been known to send hired killers out to take care of the problem, either quickly and quietly or in a spectacular show designed to stop any future rebellion.

Low-Level (CR 3)

This group specializes in bringing down marks in a fast and bloody fashion.

2 savage mercenaries (human barbarians 1)
1 skulking brute (half-orc rogue 2)

Mid-Level (CR 11)

With unholy purpose, this group stalks its prey and leaves no one standing.

2 spell hunters (dwarf fighters 7)
1 death priest (human cleric 9)
1 sacred killer (half-orc cleric 1/rogue 6/assassin 2)

High-Level (CR 23)

This fellowship of despicable villains will eventually turn on one another, but until then they are a danger to all they encounter.

1 fatal axe (dwarf rogue 10/assassin 10)
1 fire diabolist (human cleric 20)
1 infernal champion (human fighter 20)
1 mithral wizard (human fighter 2/evoker 8/eldritch knight 10)

Small Rovers

Never judge a book by its cover, and never underestimate enemies because of their diminutive stature. These halfling combatants take on full-sized foes with ease.

Low-Level (CR 6)

Patrolling the areas around hidden settlements, these protective wardens make sure their communities stay secret and safe.

1 dog rider (halfling barbarian 4)
1 sylvan protector (gnome druid 3)
3 town watchers (halfling rangers 2)

Mid-Level (CR 12)

These small raiders wander the coasts and rivers, looking for easy prey.

1 pirate queen (halfling ranger 10)
2 halfling slingers (fighters 9)
1 sea captain (halfling druid 8)

High-Level (CR 17)

Mixing natural magic with natural attacks, these little folk pack a surprisingly hard punch.

2 little fists (halfling monks 14)
1 natural arcanist (halfling sorcerer 16)

Sorcerer Fellowships

Sorcerers band together for mutual protection and to increase the amount of carnage they can create on the field of battle.

Low-Level (CR 5)

This pair ruthlessly patrols the land, unfailingly attacking all who trespass.

1 border guard (half-orc ranger 4)
1 bramble sorcerer (half-elf sorcerer 5)

Mid-Level (CR 11)

A pair of monks wielding large and wicked blades protects this powerful sorcerer.

2 axe dancers (half-orc monks 8)
1 blackscale sorcerer (half-orc sorcerer 10)

High-Level (CR 15)

With a mix of ice and lightning magic, this fellowship of sorcerers takes on all who threaten its members.

2 azure bolt sorcerers (human sorcerers 13)
1 ice mage (half-elf sorcerer 14)

Swashbucklers

With daring and panache, these warriors challenge others to duels just to increase their own reputations.

Low-Level (CR 5)

This pair of bumbling gnome swordfighters has attracted the attention of a poet wishing to lampoon their exploits.

1 court poet (human bard 5)
2 daring bravos (gnome fighters 2)

Mid-Level (CR 13)

Their courtesan companion spurs on these swashbucklers to greater deeds of daring.

1 contract killer (elf rogue 11)
1 courtesan (human bard 12)
1 scheming fencer (human fighter 11)

High-Level (CR 18)

This celebrated duelist of the dwarven people is supported by elemental might and a driving drumbeat to urge him on.

1 elemental priest (halfling cleric 16)
1 iron duelist (dwarf fighter 10/duelist 7)
1 tunnel drummer (dwarf bard 14)

Thieves' Guild Bravos

Whether committing crimes or enforcing the will of their guild, these bravos are bold, daring, and not afraid of a fight. Leaving the actual thievery to others, they instead focus on causing distractions and eliminating those who might pose a threat to the guild's livelihood.

Low-Level (CR 5)

A sniper often backs up a guild initiate during the first few missions of his career.

1 guild initiate (halfling rogue 5)
1 skilled sniper (half-elf rogue 3)

Mid-Level (CR 8)

When a guild needs to make a show of strength, it sends in an impressive bruiser retained for just that purpose, with support from lesser guild members.

1 spell hunter (dwarf fighter 7)
3 guild initiates (halfling rogues 5)

High-Level (CR 14)

When push comes to shove, guildmasters take matters into their own hands, perhaps with the support of necromancers, to ensure troublemakers stay eternally silent.

2 contract killers (elf rogues 11)
1 guildmaster (dwarf rogue 13)
1 undead creator (human necromancer 11)

Unholy Pilgrims

On nefarious quests for dark gods, these unholy travelers are a danger to all they encounter, caring little whom they sacrifice to their deities' eternal hunger.

Low-Level (CR 6)

A group of initiates follows a doom prophet and his bodyguards to an unholy oracle site.

2 axe warriors (half-orc barbarians 3)
1 doom prophet (half-orc adept 4)
3 initiates (human adepts 3)

Mid-Level (CR 12)

A pair of evil priests and their companions wander the byways spreading death.

1 cautious hunter (half-orc monk 10)
1 deadly spy (elf rogue 9)
2 death priests (human clerics 9)

High-Level (CR 19)

This deadly group escorts sacred relics to unholy sites with the goal of heralding the world's end.

3 death initiates (human monks 9/assassins 4)
1 death master (half-elf cleric 5/evoker 6/mystic theurge 7)
1 herald of armageddon (human cleric 17)

Visiting Adventurers

Entering new lands to make their names, adventurers often come into conflict with established champions.

Low-Level (CR 7)

A local celebrity has thrown in with the new adventuring band in town.

1 battle mage (elf wizard 3)
1 charlatan (human rogue 4)
1 local celebrity (human bard 3)
1 scholar priest (human cleric 3)
1 traitorous brigand (half-orc fighter 3)

Mid-Level (CR 10)

This ambitious group spies on other adventurers and attempts to beat them to adventuring sites.

1 spell hunter (dwarf fighter 7)
1 cave stalker (dwarf rogue 6)
1 con artist (half-elf bard 6)
1 tribal seer (half-orc diviner 6)
1 vivisectionist cleric (human cleric 7)

High-Level (CR 21)

Working toward nothing less than overthrow of the status quo, this group attempts to thwart other adventuring groups whenever possible.

1 dagger master (halfling rogue 18)
1 failed disciple (half-orc fighter 18)
1 grand necromancer (human necromancer 18)
1 rival explorer (half-orc bard 18)
1 shadow cleric (elf cleric 18)

Wilderness Hunters

Sometimes stalking game, sometimes pursuing those who dare enter their domain, hunters can be more dangerous than monsters.

Low-Level (CR 4)

A poacher takes a trio of apprentice hunters to steal game from the local nobility.

3 novice scouts (half-elf rangers 1)
1 poacher (human ranger 3)

Mid-Level (CR 11)

Stalking the mire, these hunters do not take kindly to any interference or competition.

1 mud shaman (human druid 9)
2 swampwalkers (half-elf rangers 9)

High-Level (CR 14)

This unlikely trio stalks the hills and mountains to rid the land of giants and their thralls.

2 giant-killers (gnome rangers 11)
1 monastic sniper (elf monk 13)

Wizards' Guild Agents

Arcane spellcasters are often the masterminds behind seats of power, and defend their positions ruthlessly.

Low-Level (CR 5)

When the guild investigates, it typically sends a pair of battle mages for support.

2 battle mages (elf wizards 3)
1 investigator wizard (human diviner 4)

Mid-Level (CR 10)

Sometimes guild business requires a subtle hand. These agents find solutions to guild problems with quiet finesse.

1 con artist (half-elf bard 6)
1 deadly spy (elf rogue 9)
1 seductive enchanter (elf enchanter 8)

High-Level (CR 17)

When threatened, a guild is quick to respond with powerful casters and melee support.

1 arcane pretender (halfling fighter 14)
1 cruel conjurer (human conjurer 15)
2 pyromaniac mages (human evokers 13)