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An animal companion’s abilities are determined by the beastmaster’s level and its animal racial traits.

Each animal companion has different starting sizes, speed, attacks, ability scores, and special qualities. All animal attacks are made using the creature’s full base attack bonus unless otherwise noted. Animal attacks add the animal’s Strength modifier to the damage roll, unless it is its only attack, in which case it adds 1-1/2 its Strength modifier. Some have special abilities, such as scent. As you gain levels, your animal companion improves as well, usually at 4th or 7th level, in addition to the standard bonuses noted on Table: Animal Companion Base Statistics. Instead of taking the listed benefit at 4th or 7th level, you can instead choose to increase the companion’s Dexterity and Constitution by 2.

Animal Companions

Bat, Cave (Avian)

STARTING STATISTICS

Size Small; Speed 20 ft., fly 40 ft. (good); Attack bite (1d4); Ability Scores Str 10, Dex 15, Con 8, Int 2, Wis 14, Cha 5; Special Attacks: Critical Attack, Screech (1/day); Special Qualities blindsense 20 ft., low-light vision

Critical Attack (Ex)

Once per day as a standard action, the cave bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4 x 1.5 for total damage.

Screech (Ex)

Once per day as a standard action, a cave bat can produce an ear-splitting screech that stuns non-bats in a 20-foot-radius burst. All creatures within the area must make a Fortitude save or be staggered for 1d3 rounds. Other bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.

4TH-LEVEL ADVANCEMENT

Size Medium; AC +1 natural armor; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2. Special Attacks: Critical Attack (1d4 rounds).

Bear

STARTING STATISTICS

Size Small; Speed 40 ft.; AC +2 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Special Attacks: Critical Attack; Special Qualities low-light vision, scent.

Critical Attack (Ex)

Once per day as a standard action, the bear can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4 x 1.5 for total damage.

4TH-LEVEL ADVANCEMENT

Size Medium; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, Dex –2, Con +2. Special Attacks: Critical Attack (1d4 rounds).

Bear, Grizzly

The infamous grizzly bear is a lumbering and quite impressive companion, particularly when it rises up on its hind feet to loom large. Grizzly bears strike fear into the hearts of most who encounter them.

2nd-level Starter

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 17, Dex 13, Con 13, Int 2, Wis 13, Cha 6; Special Attacks: Critical Attack; Special Qualities low-light vision, scent.

Critical Attack (Ex)

Once per day as a standard action, the grizzly bear can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6 x 1.5 for total damage.

7TH-LEVEL ADVANCEMENT

Size Large; AC +4 natural armor; Attack bite (1d8), 2 claws (1d6 plus grab); Ability Scores Str +4, Dex –2, Con +4. Special Attacks: Critical Attack (1d4 rounds).

Chocobo, Gray

STARTING STATISTICS

Size: Large; Speed: 60 ft.; AC: +2 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 15, Dex 14, Con 16, Int 2, Wis 12, Cha 6; Special Attacks: Critical Attack; Special Qualities: darkvision 60 ft., scent.

Critical Attack (Ex)

Once per day as a standard action, the gray chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.

4TH-LEVEL ADVANCEMENT

Check Orange Chocobo below.

Chocobo, Orange

4TH-LEVEL STARTER

Size: Large; Speed: 60 ft.; AC: +2 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 17, Dex 16, Con 16, Int 2, Wis 14, Cha 6; Special Attacks: Critical Attack; Special Qualities: darkvision 60 ft., scent.

Critical Attack (Ex)

Once every 1d4 rounds, the orange chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.

8TH-LEVEL ADVANCEMENT

Size: Large; Speed: 60 ft.; AC: +4 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 19, Dex 18, Con 16, Int 2, Wis 14, Cha 6; Special Attacks: Critical Attack; Special Qualities: darkvision 60 ft., scent.

Chocobo, Bronze

8TH-LEVEL STARTER

Size: Large; Speed: 60 ft.; AC: +4 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 19, Dex 18, Con 16, Int 2, Wis 14, Cha 6; Special Attacks: Critical Attack; Special Qualities: darkvision 60 ft., scent.

Critical Attack (Ex)

Once every 1d2 rounds, the bronze chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.

12TH-LEVEL ADVANCEMENT

Check Teal Chocobo below.

Chocobo, Teal

12TH-LEVEL STARTER

Size: Large; Speed: 60 ft.; AC: +4 natural armor; Attack: bite (1d8), claw (1d6); Ability Scores: Str 21, Dex 16, Con 16, Int 2, Wis 16, Cha 6; Special Attacks: Critical Attack; Special Qualities: darkvision 60 ft., scent.

Critical Attack (Ex)

The teal chocobo can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d8 x 1.5 for total damage.

16TH-LEVEL ADVANCEMENT

AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2.

Flying Killer

STARTING STATISTICS

Size Small; Speed 30 ft., Fly 60 ft. (good); Attack 2 claws (1d4), bite (1d6); Ability Scores Str 10, Dex 17, Con 12, Int 2, Wis 14, Cha 7; Racial Modifiers Climb +4, Fly +4; Special Attacks: Cat Scratch; Special Qualities low-light vision, scent.

Cat Scratch (Ex)

Once per day as a standard action, a flying killer can claw twice in an arc hitting all enemies within a 15-ft.-cone doing 1d4+ Dexterity Modifier per claw if they hit.

7TH-LEVEL ADVANCEMENT

Size Medium; AC +1 natural armor; Attack 2 claws (1d6), bite (1d8); Ability Scores Str +4, Dex –2, Con +2. Special Attacks: Cat Scratch (1d4 rounds); Special Qualities evasion;

Improved Evasion (Ex)

This works like evasion, except that while the flying killer still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless flying killer does not gain the benefit of improved evasion.

Guard Hound

STARTING STATISTIC

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6 plus trip), tentacle (1d4); Ability Scores Str 14, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Attacks Whip Lash; Special Qualities low-light vision, scent.

Whip Lash (Ex)

Once every 1d4+1 rounds as part of a full attack round, a guard hound can do a tentacle lash with a minor jolt. If he hits at a +2 bonus to hit, the target must make a Fortitude save to negate the stun status for 1 round.

7TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Attack bite (1d8 plus trip), tentacle (1d6); Ability Scores Str +6, Dex -2; Con +4; SQ tentacle mastery.

Tentacle Mastery (Ex)

Guard hounds are very skilled at using their tentacle and use it as it were a primary attack.

Piranha (Aquatic)

STARTING STATISTICS

Size Small; Speed swim 60 ft.; AC +1 natural armor; Attack bite (1d4 plus bleed); Ability Scores Str 12, Dex 17, Con 13, Int 2, Wis 12, Cha 2; Special Attacks Crunch (1/day), Blood Craze, Bleed (1d2); Special Qualities aquatic, blindsense 30 ft., low-light vision, keen scent.

Crunch (Ex)

1/day as a swift action, the piranha can bite an additional time while tearing some flesh from their opponent. If they succeed at hitting with their bite attack, the damage is 1d6+1 plus 1d4 bleed per round for 2 rounds.

Blood Craze (Ex)

Whenever a piranha confirms a critical hit, they gain +2 bonus to their Dexterity for 4 rounds. This bonus can stack (max +4). This can be refreshed.

4TH-LEVEL ADVANCEMENT

AC +1 natural armor; Attack bite (1d6 plus bleed); Ability Scores Str +2, Dex +2, Con +2; Special Attacks Crunch (1d4 rounds, Bleed (1d4); Special Qualities Iron Teeth.

Iron Teeth (Ex)

A piranha increases their bite attack by 1 size and critical chance to 19-20.

Rat, Wild

STARTING STATISTICS

Size Small; Speed 40 ft., climb 20 ft., swim 20 ft.; Attack bite (1d4); Ability Scores Str 12, Dex 17, Con 14, Int 2, Wis 14, Cha 4; Special Attacks: Critical Attack; Special Qualities low-light vision, scent.

Critical Attack (Ex)

Once per day as a standard action, the wild rat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d4 x 1.5 for total damage.

4TH-LEVEL ADVANCEMENT

Attack bite (1d4 plus disease [filth fever: onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves, Con-based DC]); Ability Scores Str +2, Con +2. Special Attacks: Critical Attack (1d4 rounds);

Sabertusk

STARTING STATISTICS

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d4 plus grab), gore (1d6 plus trip when charging); Ability Scores Str 14, Dex 15, Con 13, Int 2, Wis 12, Cha 6; Racial Modifiers +4 Perception, +4 Survival when tracking by scent; Special Attacks: Powerful Charge, Rake (2 claws +attack bonus, 1d6+ str mod); Special Qualities darkvision 60 ft., low-light vision, scent.

Powerful Charge (Ex)

A sabertusk, when it makes a charge attack, it deals double damage with its gore attack and gains a free action to do a trip combat maneuver. On a failed combat maneuver check, the sabertusk is not tripped in return. This ability works only on creatures of a size equal to or smaller than the sabertusk.

Ex)

Sabertusk gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, sabertusk with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A sabertusk’s rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack 2 claws (1d6 plus grab), gore (1d8 plus trip when charging); Ability Scores Str +4, Dex –2, Con +2. Special Attacks: Pounce, Throat-Rip (1/day); Special Qualities blindsense 30 ft.

Pounce (Ex)

A sabertusk can make a full attack when it makes a charge attack.

Throat-Rip (Ex)

1/day as a full-round action, a sabertusk can deliver a coup de grace against a helpless opponent. If the victim survives the attack, he must succeed on a Fortitude save (DC 10 + half of damage dealt from gore) or dies. Opponents killed in this manner cannot be raised, but Arise, Full-Life, or the like can restore the slain creature to life.

Shark (Aquatic)

STARTING STATISTICS

Size Medium; Speed swim 60 ft.; AC +4 natural armor; Attack bite (1d6); Ability Scores Str 17, Dex 13, Con 16, Int 2, Wis 12, Cha 2; Special Attacks: Crunch (1/day) and Reteeth; Special Qualities low-light vision, scent.

Crunch (Ex)

Once per day as a swift action, the shark can bite an additional time while tearing some flesh from their opponent. If they succeed at hitting with their bite attack, the damage is 1d6 plus 1d4 bleed per round for Con mod rounds.

Reteethe (Ex)

Whenever a shark succeeds on a critical they gain +2 temporary strength bonus (max +4) for 4 rounds.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4. Special Attacks: Crunch (1d4 rounds); Special Qualities blindsense 30 ft.

Vulture (Avian)

Starting STATISTIC

Size: Small; Speed: 10 ft., Fly 50 ft. (average); AC: +1 natural armor; Attack: bite (1d6); Ability Scores: Str 14, Dex 13, Con 14, Int 2, Wis 14, Cha 7; Special Attacks: Blinder; Special Qualities: Low-light vision, +4 vs. disease

Blinder (Ex)

Once every 1d4 rounds, a vulture can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save or be blind for 1d2 rounds.

4th-Level Advancement

Ability Scores Str +2, Con +2. Special Attacks: Blinder (1d3 rounds);

Wolf

STARTING STATISTICS

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Attacks: Crunch; Special Qualities low-light vision, scent.

Crunch (Ex)

Once every 1d4 rounds as a swift action, the wolf can bite an additional time while tearing some flesh from their opponent. If they succeed at hitting with their bite attack, the damage is 1d6 plus 1d4 bleed per round for 2 rounds.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d8 plus trip); Ability Scores Str +8, Dex –2, Con +4. Special Attacks: Crunch (1d4 rounds);

Magical Beast Companions

The following creatures can be chosen as beast companions by a character with the Beast Speaker feat. Their entries and advancement are the same as for animal companions, with two exceptions. First, creatures with an Intelligence score of 3 or higher have one or more additional prerequisites the character must meet to select the companion. Second, each beast companion has a mastery ability that it can use only if the character it is bonded to has the Beast Speaker Mastery feat. The minimum level to gain this ability is listed in parentheses. The save DC for any of a beast companion’s special abilities is 10 + half the beast companion’s HD + the beast companion’s Constitution modifier.

Bat, Poison (Avian)

STARTING STATISTICS

Size Medium; Speed 20 ft., fly 40 ft. (good); Attack bite (1d6 plus poison); Ability Scores Str 14, Dex 16, Con 10, Int 2, Wis 16, Cha 5; Special Attacks: Blood Drain (1/day), Critical Attack, Poison (frequency 1/round for 3 rounds; effect 1d4 non-elemental damage; cure 1 save. The save DC is Constitution-based), Screech (1/day); Special Qualities blindsense 30 ft., low-light vision.

Blood Drain (Su)

Once per day, a poison bat can drain the blood from a target within 30 feet. The target must make a Fortitude save or take 1d8 points of shadow damage and the poison bat is healed for that much. The save DC is Wisdom-based.

Critical Attack (Ex)

Once per day as a standard action, the poison bat can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6 x 1.5 for total damage.

Screech (Ex)

Once per day as a standard action, a poison bat can produce an ear-splitting screech that stuns non-bats in a 20-foot-radius burst. All creatures within the area must make a Fortitude save or be staggered for 1d3 rounds. Other bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.

9TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Attack bite (1d8); Ability Scores Str +4, Dex –2, Con +2. Special Attacks: Blood Drain (1d4 rounds), Critical Attack (1d4 rounds).

Mastery (11TH-LEVEL)

Special Attacks: Blood Drain (1d3 rounds), Critical Attack (1d3 rounds), Leech (1d4 rounds).

Leech (Su)

Once every 1d4 rounds, a poison bat can leech the blood from a target within 30 feet. The target must make a Fortitude save or take 2d6 points of shadow damage and the poison bat is healed for that much.

Behemoth, Young

Prerequisite(s): Beast Speaker, Diplomacy or Intimidate 7 ranks, Knowledge (arcana) 7 ranks.

STARTING STATISTICS

Size Large; Speed 30 ft.; AC +4 natural armor; Attack 2 Claws (1d6), Gore (1d8); Ability Scores Str 20, Dex 10, Con 18, Int 3, Wis 12, Cha 8; Special Attacks: Heave (1d4 rounds), Impale, Rock Throw. Special Qualities darkvision 60 ft., low-light vision, scent.

Heave (Ex)

Once every 1d4 rounds, the behemoth can throw a grabbed opponent of Medium or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

Impale (Ex)

When charging, a behemoth deals double damage with horns.

Rock Throw (Su)

Once every 1d4 rounds, the behemoth throws a huge boulder and hurls it at a foe. Behemoth makes a ranged touch attack roll against a target within 30 feet. If the attack hits, he deals 3d6+6 points of earth damage and the target must make a Fortitude save or be inflicted with Slow status for 1d4 rounds.

11TH-LEVEL ADVANCEMENT

AC +3 natural armor; Ability Scores Str +2, Dex +2, Con +2; Special Attacks Heave (1d3 rounds)

Mastery (13TH-LEVEL)

Special Attacks Beatdown (once per round), Heave (1d2 rounds).

Beatdown (Ex)

Once per round, whenever struck by a melee attack as a counter-attack, the behemoth will return one claw strike.

Blood Sucker (Aquatic)

This squid-like creature will use their tentacles to suck the life from their foes when low or use ink cloud to escape from their opponents.

STARTING STATISTICS

Size Medium; Speed swim 40 ft., jet 90 ft.; AC +1 natural armor; Attack bite (1d4), 2 tentacles (1d6 plus grab); Ability Scores Str 19, Dex 15, Con 13, Int 2, Wis 12, Cha 2; Special Attacks Blood Drain (1/day), Constrict (1d6 plus drain), Water Gun (1/day); Special Qualities aquatic, low-light vision, ink cloud (20-ft. radius).

Blood Drain (Su)

1/day, a blood sucker can drain the blood from a target within 30 feet. The target must make a Fortitude save or take 1d8 points of shadow damage and the squid is healed for that much.

Drain (Ex)

During a constriction, the blood sucker can heal half of the damage done from constrict.

Ink Cloud (Ex)

A blood sucker can emit a 10-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.

Jet (Ex)

A blood sucker can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.

Water Gun (Su)

1/day, A blood sucker can shoot water out of its mouth towards a single target with an water projectile. The blood sucker must make a ranged touch attack (+5), if it hits, the attack deals 1d6+2 water damage and must make a Fortitude save or be inflicted with the Drenched status effect.

11TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack bite (1d6), 2 tentacles (1d8 plus grab); Ability Scores Str +4, Dex –2, Con +4; Special Attacks Blood Drain (1d4 rounds), Constrict (1d8 plus drain), Water Gun (1d4 rounds); Special Qualities ink cloud (20-ft. radius)

Mastery (13TH-LEVEL)

Special Attacks Blood Drain (1d2 rounds), Choco Water (1d4 rounds), Water Gun (1d2 rounds);

Choco Water (Su)

Once every 1d4 rounds, a blood sucker can blast an opponent with pressured water within 30 ft. The blood sucker must make a ranged touch attack, if it hits, the attack deals 3d6+5 water damage and inflicts the Drenched status effect for 1d4 rounds (Fortitude save to negate).

Coeurl

Prerequisite(s): Beast Speaker, Survival 7 ranks.

STARTING STATISTICS

Size Large; Speed 40 ft.; AC +2 natural armor; Attack 2 claws (1d6 plus grab), bite (1d8 plus grab); Ability Scores Str 20, Dex 15, Con 16, Int 8, Wis 12, Cha 8; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass); Special Attacks: Blaster (1d4 rounds), Pounce, Rake (2 Claws +attack bonus, 1d8+ str mod); Special Qualities darkvision 60 ft., low-light vision, scent.

Blaster (Su)

Once every 1d4 rounds as a standard action, a coeurl can send out a pulse of electricity through its whiskers at a single target within 30 ft. The coeurl must make a ranged touch attack, if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save or be inflicted with Immobilize status for 1d4 rounds.

Pounce (Ex)

A coeurl can make a full attack when it makes a charge attack.

Rake (Ex)

Coeurl gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, coeurl with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A coeurl’s rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

11TH-LEVEL ADVANCEMENT

AC +3 natural armor; Ability Scores Str +2, Dex +2, Con +2; Special Attacks Blaster (1d3 rounds);

Mastery (13TH-LEVEL)

Special Attacks Blaster (1d2 rounds), Hyper Blast (1/day).

Hyper Blaster (Su)

1/day as a standard action, a coeurl can send out a pulse of extreme electricity through its whiskers at a single target within 30 ft. The coeurl must make a ranged touch attack, if it hits, the target takes 5d6 points of lightning damage and must make a Fortitude save or be inflicted with Death.

Corrosive Spider

STARTING STATISTICS

Size Medium; Speed 30 ft., Climb 30 ft.; AC +2 natural armor; Attack bite (1d6 plus poison); Ability Scores Str 12, Dex 18, Con 14, Int —, Wis 10, Cha 2; Special Attacks Corrosive Web, Critical Attack, poison (frequency 1 round [4], effect 1d2 Strength damage, cure 1 save, Con-based DC), Web (+8 ranged, DC 14, hp 4); Special Qualities darkvision 60 ft., tremorsense 60 ft,; CMD trip +12. Racial Modifiers +4 Perception (+8 in webs), +4 Stealth (+8 in web), +16 Climb

Corrosive Web (Su)

1/day, a corrosive spider can throw a corrosive web on enemies in a 15-ft.-cone burst. All creatures caught within the cone must make a Reflex save (DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier) or are entangled for 2d4 rounds, but can break loose by spending 1 round and making a DC 14 Strength check or Escape Artist check. The webbed victims take 1d6 points of non-elemental damage per round while in the web. The strands of the web are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire—a torch, burning oil, a flaming sword, and so forth—can set the webs alight and burn away in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames. This save is Constitution-based.

Critical Attack (Ex)

Once every 1d4 rounds as a standard action, the corrosive spider can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+1 x 1.5 for total damage.

Web (Ex)

Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

9TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Attack bite (1d8 plus poison); Ability Scores Str +8, Dex –2, Con +4; Special Attacks Corrosive Web (1d4 rounds), Critical Attack (1d3 rounds).

Mastery (11TH-LEVEL)

Special Attacks: Corrosive Web (1d3 rounds), Critical Attack (1d2 rounds). Special Qualities Strong Webs.

Strong Webs (Ex)

A corrosive spider’s webs gain a +4 bonus to the DC to break or escapes.

Kuza Kit

The lightning version of a young behemoth.

Prerequisite(s): Beast Speaker, Diplomacy or Intimidate 7 ranks, Knowledge (arcana) 7 ranks.

STARTING STATISTICS

Size Large; Speed 30 ft.; AC +3 natural armor; Attack 2 Claws (1d6), Gore (1d8); Ability Scores Str 20, Dex 10, Con 18, Int 3, Wis 12, Cha 8; Special Attacks: Blaster (1d4 rounds), Heave (1d4 rounds), Impale. Special Qualities darkvision 60 ft., low-light vision, scent. Resist Lightning 10

Heave (Ex)

Once every 1d4 rounds, the kuza kit can throw a grabbed opponent of Medium or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

Impale (Ex)

When charging, a kuza kit deals double damage with horns.

Blaster (Su)

Once every 1d4 rounds, a kuza kit can send out a pulse of electricity through its horns at a single target within 30 ft. The kuza kit must make a ranged touch attack, if it hits, the target takes 3d6 points of lightning damage and must make a Fortitude save or be inflicted with Immobilize status for 1d4 rounds.

11TH-LEVEL ADVANCEMENT

AC +3 natural armor; Ability Scores Str +2, Dex +2, Con +2; Special Attacks Heave (1d3 rounds)

Mastery (13TH-LEVEL)

Special Attacks Beatdown (once per round), Heave (1d2 rounds).

Beatdown (Ex)

Once per round, whenever struck by a melee attack as a counter-attack, the kuza kit will return one claw strike.

Lenergia (Avian)

A bird with green wings and a long tail. With its sharp talons and beak, it is known as quite the airborne hunter.

STARTING STATISTICS

Size: Medium; Speed: 10 ft., Fly 50 ft. (average); AC: +2 natural armor; Attack: bite (1d8), claw (1d3); Ability Scores: Str 14, Dex 14, Con 16, Int 2, Wis 16, Cha 7; Special Attacks: Blinder (1d4 rounds), Engulfing Winds (1/day); Special Qualities: Low-light vision, +4 vs. disease

Blinder (Ex)

Once every 1d4 turns, a lenergia can make an attempt to blind an opponent with their bite, if he hits, their target must make a Fortitude save or be blind for 1d4 rounds.

Engulfing Winds (Ex)

1/day, a lenergia can launch a gust of wind that engulfs their enemy within 30 feet for 4d4 points of wind damage and is inflicted with the Squalled status for 1d4 rounds. The target of this ability must make a Fortitude save to reduce the damage by half and negate the status effect.

9th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (2d6), claw (1d4); Ability Scores Str +8, Dex –2, Con +4. Special Attacks: Blinder (1d3 rounds), Engulfing Winds (1d4 rounds);

Mastery (11TH-LEVEL)

Special Attacks: Blinder (1d2 rounds), Engulfing Winds (1d3 rounds) and choose either Black Cloud or Light Rays

Black Cloud (Su)

2/day, a lenergia can cause a black cloud of dark energy to erupt amongst its enemies within 60 feet. An rokh deals 5d4 points of shadow damage in a 15-ft.-radius spread. Those in the area of effect, in addition to the damage, must make a Fortitude save or be inflict with the Blind status effect for 1d6 rounds.

Light Rays (Su)

2/day, a lenergia fires 3 beams of holy energy at its foes, up to 30 feet away. Each ray requires a ranged touch attack to hit and deals 2d6 points of holy damage. The rays may be fired at the same or different targets, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.

Winter Wolf

Prerequisite(s): Beast Speaker, Intimidate 4 ranks, Knowledge (arcana) 7 ranks.

STARTING STATISTICS

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d8 plus trip); Ability Scores Str 20, Dex 16, Con 18, Int 6, Wis 15, Cha 10; Special Attacks: breath weapon (15-ft. cone, 4d6 ice damage, Reflex half, once per day), Crunch (1d4 rounds); Special Qualities ice resistance 10, darkvision 60 ft., low-light vision, scent.

Crunch (Ex)

Once every 1d4 rounds as a swift action, the wolf can bite an additional time while tearing some flesh from their opponent. If they succeed at hitting with their bite attack, the damage is 1d6 plus 1d4 bleed per round for 2 rounds.

9TH-LEVEL ADVANCEMENT

AC +2 natural armor; Ability Scores Str +4, Dex –2, Con +2. Attacks: breath weapon (two times per day), Crunch (1d4 rounds); Special Qualities immunity to ice

Mastery (11TH-LEVEL)

Attacks: breath weapon (three times per day), Crunch (1d4 rounds), Greater Bestial Fang (3/day);

Greater Bestial Fang (Su)

3/day, a winter wolf enhances herself or an ally with great magical strength within 40 feet. A winter wolf gives one natural weapon or unarmed strike of the subject a +2 enhancement bonus on attack and damage rolls for 7 hours. The ability can affect a slam attack, fist, bite, or other natural weapon. This bonus does not allow a natural weapon or unarmed strike to bypass damage reduction aside from magic. Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).

Zuu (Avian)

STARTING STATISTICS

Size: Large; Speed: 10 ft., Fly 50 ft. (average); AC: +2 natural armor; Attack: bite (2d6 plus disease); Ability Scores: Str 20, Dex 15, Con 18, Int 2, Wis 15, Cha 7; Special Attacks: Helldive (once per round), Wingcutter (1/day); Special Qualities: Darkvision 60 ft., Disease, low-light vision, scent, +4 vs. disease;

Diseased (Ex)

Due to their filthy eating habits and constant exposure to decaying flesh, zuus are harbingers of disease much more so than the standard zuu. Any creature bitten by a zuu has a 10% chance of being exposed to filth fever, blinding sickness, or a similar disease. Once this check is made, a victim can no longer be infected by this particular zuu, though attacks by different zuus are resolved normally and may result in multiple illnesses. While zuu aren’t immune to all disease, they do gain a +4 racial bonus on all saving throws against such ailments.

Helldive (Ex)

Once per round, when at least 30 feet in the air, a zuu can dive at an opponent for massive damage. This attack grants a +2 circumstance bonus to this Attack roll. If this attack hits, it deals double Bite damage and the target must make a Fortitude save or be stunned for 1 round.

Wingcutter (Su)

1/day, a zuu can cause the wind to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 4d6 points of wind damage, a Reflex save for half damage.

11TH-LEVEL ADVANCEMENT

AC +3 natural armor; Ability Scores Str +2, Dex +2, Con +2; Special Attacks Wingcutter (1d4 rounds)

Mastery (13TH-LEVEL)

Special Attacks Breath Wing (1/day), Wingcutter (1d3 rounds)

Breath Wing (Su)

1/day, a zuu can use its wings to cause a breath-like attack to slice the air in front of it in a 30-ft.-cone. Creatures within the area of effect take 8d6 points of wind damage, Reflex save for half damage.

Plant Companions

Prerequisite(s) To gain a plant companion, the beastmaster must be an mandragora and possess the tree guardian archetype.

Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature’s full base attack bonus unless otherwise noted. Plant attacks add the plant’s Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.

As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions, noted on Table: Animal Companion Base Statistics. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion’s Strength and Constitution by 2.

Funguar

STARTING STATISTICS

Size Small; Speed 20 ft.; Attack bite (1d6 plus poison), 2 slams (1d3 plus poison); Ability Scores Str 10, Dex 20, Con 12, Int 4, Wis 12, Cha 1; Special Attacks Dream Pollen (1/day), poison (frequency 1/round for 4 rounds; effect poisoned and fatigue; cure 1 save; Con-based DC); Special Qualities darkvision 60 ft., low-light vision.

Dream Pollen (Su)

1/day, a funguar can fill the air with drowsiness within a 15-ft.-radius. Creatures within the area of effect must make a Will save or be inflicted with sleep status for 1d4 rounds can only effect up to creature’s HD plus Wis mod worth in HD.

4TH-LEVEL ADVANCEMENT

AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2. Special Attacks: Dream Pollen (1d4 rounds).

Human Trap

STARTING STATISTICS

Size Medium; Speed 20 ft.; AC +2 natural armor; Attack slam (1d6 plus grab); Ability Scores Str 16, Dex 12, Con 14, Int 1, Wis 14, Cha 9; Special Attacks blood drain (1/day), constrict (1d6); Special Qualities camouflage, low-light vision, scent.

Blood Drain (Su)

Once per day, a human trap can drain the blood from a target within 30 feet. The target must make a Fortitude save or take 1d8 points of shadow damage and the human trap is healed for that much. The save DC is Wisdom-based.

Camouflage (Ex)

Since a human trap looks like a normal plant when at rest, a DC 20 Perception check is required to notice it before it attacks for the first time. Anyone with ranks in Survival or Knowledge (nature) can use either of those skills instead of Perception to notice the plant.

Entangle (Su)

A human trap can, as a free action, cause plants within 30 feet of it to animate and grasp at foes. This ability is otherwise similar to entangle (DC 13 Reflex). The save DC is Wisdom-based.

4TH-LEVEL ADVANCEMENT

Size Large; AC +1 natural armor; Attack slam (1d8 plus grab); Ability Scores Str +8, Dex –2, Con +4; Special Attacks blood drain (1d4 rounds), constrict (1d8).

Malboro Seedling

STARTING STATISTICS

Size Medium; Speed 20 ft., climb 20 ft.; AC: +2 natural armor; Attack bite (1d6); Ability Scores Str 18, Dex 14, Con 16, Int 2, Wis 13, Cha 14; Special Attacks: Sickening Breath, Toxic Kiss; Special Qualities scent.

Sickening Breath (Su)

Once every 1d4 rounds as a standard action, a malboro seedling can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. This is wisdom based save.

Toxic Kiss (Su)

1/day, a malboro seedling can blow a kiss out that inflicts all in a 30-ft.-cone. All creatures caught within the cone are affected by Sap for 1d4+1 rounds for 2d4 damage per round unless they make a Fortitude save.

7TH-LEVEL ADVANCEMENT

Size Large; AC +1 natural armor; Attack bite (2d6); Ability Scores Str +6, Dex –2, Con +4. Special Attacks: Poison Breath (1/day), Toxic Kiss (1d4 rounds).

Poison Breath (Ex)

1/day, a malboro sapling can emit a 30-ft.-cone of poison gas. All creatures caught within the cone are affected by Sap and Poison for 1d4+2 rounds for 2d4 and 1d6+2 points of damage per round unless they make a Fortitude save.

12TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Attack bite (2d6); Ability Scores Str +2, Dex +2, Con +2, Wis +2. Special Attacks: Bad Breath (1/day), Poison Breath (1d4 rounds), Toxic Kiss (1d2 rounds).

Bad Breath (Su)

1/day, a malboro can emit a 30-ft.-cone of foul gas. All creatures caught within the cone are affected by the following status effects for 1d4 rounds each: Berserk (Will save to negate), Blind (Fortitude save to negate), Confuse (Will save to negate), Silence (Fortitude save to negate), Poison (Fortitude save to resist), and Slow (Fortitude save to negate).

Minituar

STARTING STATISTICS

Size Small; Speed 15 ft.; Attack slam (1d3); Ability Scores Str 10, Dex 20, Con 12, Int 8, Wis 12, Cha 1; Special Attacks: Hundred Needles; Special Qualities evasion, low-light vision, thorns.

Evasion (Ex)

The minituar can avoid even magical and unusual attacks with great agility. If the minituar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless minituar does not gain the benefit of evasion.

Thorns (Su)

A minituar’s body is covered with sharp wooden thorns. Any creature attacking a minituar with a non-reach melee weapon or with natural attacks takes 1d3 points of piercing damage from the minituar’s sharp thorns. A creature that grapples with a minituar takes this same damage each round.

Hundred Needles (Su)

1/day, a minituar conjure up a spray of needles and fires at a target within 30 feet. The target takes 3d4 points of piercing damage (Reflex save for half damage).

4TH-LEVEL ADVANCEMENT

AC +1 natural armor; Attack slam (1d4); Ability Scores Str +2, Dex +2, Con +2. Special Attacks: Hundred Needles (1d4 rounds).

Ragora

STARTING STATISTICS

Size Small; Speed 10 ft.; AC +1 natural armor; Attack 2 seeds (1d4); Ability Scores Str 12, Dex 16, Con 14, Int 2, Wis 14, Cha 8; Special Attacks: Seed Cannon;

Seeds (Ex)

A ragora shoots out 2 seeds towards one target within a 30-foot range. If they hit, the target takes does 1d4 piercing damage per seed. This ability does not provoke attacks of opportunity and is considered a thrown weapon for purposes of a strength bonus.

Seed Cannon (Su)

1/day, a ragora can shoot a massive burst of seeds towards a single target within 30 feet. By making a ranged touch attack and if it hits, the target takes 2d6 piercing damage.

7TH-LEVEL ADVANCEMENT

AC +2 natural armor; Attack 4 seeds (1d4); Ability Scores Str +2, Dex +2, Con +2. Special Attacks: Seed Cannon (1d4 rounds)

Seeds (Ex)

A ragora shoots out 4 seeds towards one target within a 45-foot range. If they hit, the target takes does 1d4 piercing damage per seed. This ability does not provoke attacks of opportunity and is considered a thrown weapon for purposes of a strength bonus.

12TH-LEVEL ADVANCEMENT

AC +1 natural armor; Attack 4 seeds (1d4); Ability Scores Str +2, Dex +2, Con +2. Special Attacks: Seed Burst (1d4 rounds, Seed Cannon (1d2 rounds)

Seed Burst (Su)

Once per 1d4 rounds, a ragora can shoot multiple seeds at a single target within 30-ft. By making a ranged attack and if it hits, the target takes 14d6 piercing damage (1d6 per seed) and must make a Will save or be inflicted with the Confuse status for 1d4 rounds.

Treant, Sapling

STARTING STATISTICS

Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Attacks: Arboreal Storm (1/day), Berserking Slam, Spring Breeze (1/day). Special Qualities double damage against objects, low-light vision, treespeech.

Arboreal Storm (Ex)

1/day, A treant spins around in a circle in its full 5 foot reach hitting everything with its 4 arms dealing 2d6 + double str mod damage. This does not trigger a Berserking Slam save.

Berserking Slam (Su)

A treant is coated with an oil that most creatures fly into a rage continuously fighting without thinking until they run out of steam for 1d6 rounds. Successful Fort save negates this effect.

Double Damage Against Objects (Ex)

A treant that makes a full attack against an object or structure deals double damage.

Spring Breeze (Su)

1/day, A treant surrounds itself in a bluish-yellow breeze within a 30-ft.-radius. Creatures within the area of effect must make a Will save or be inflicted with Sleep status effect for 1d6 rounds.

Treespeech (Ex)

A treant has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet them with an attitude of friendly or helpful.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4. Special Attacks: Arboreal Storm (1d4 rounds), Berserking Slam, Spring Breeze (1d4 rounds).

Arboreal Storm (Ex)

Once every 1d4 rounds, A treant spins around in a circle in its full 5 foot reach hitting everything with its 4 arms dealing 2d8 + double str mod damage. This does not trigger a Berserking Slam save.

Vermin Companions

Vermin companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per Table: Animal Companion Base Statistics. Vermin companions can be trained as if they were animals using the Handle Animal skill.

Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks as noted on Table: Animal Companion Base Statistics. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion’s Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks, as per Handle Animal. Vermin companions have no skill points or feats as long as they have the mindless quality.

Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks.

Crab, Giant (Aquatic)

STARTING STATISTICS

Size Medium; Speed 30 ft., swim 20 ft.; AC +5 natural armor; Attack 2 claws (1d4 plus grab); Ability Scores Str 15, Dex 13, Con 16, Int —, Wis 11, Cha 4; Special Attacks constrict (1d4), Pincers; Special Qualities aquatic, darkvision, water dependency (survive out of water for 1 hour per point of Con, after which it begins to suffocate as if it were drowning); CMD trip +12.

Pincers (Ex)

Giant Crab can use both claws as a standard action every 1d4 rounds while doing (base dmg up one dice and 1.5 times str mod) bludgeoning damage per claw.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack 2 claws (1d6 plus grab); Ability Scores Str +4, Dex –2, Con +4; Special Attacks constrict (1d6).

Killer Mantis

STARTING STATISTICS

Size Large; Speed 30 ft., climb 30 ft., fly 40 ft. (poor); AC +4 natural armor; Attack 2 claws (1d6 plus grab); Ability Scores Str 16, Dex 13, Con 16, Int —, Wis 14, Cha 11; Special Attacks lunge, sudden strike (may take a full attack in the surprise round); Special Qualities darkvision; CMD trip +8.

Lunge (Ex)

A mantis’s limbs are capable of reaching much farther than normal for a creature of its size. As a full-attack action, it can make a single attack with its claws at double its normal reach. When a mantis attacks with a claw in this manner, it gains a +4 bonus on its attack roll. A mantis cannot make attacks of opportunity with its lunge.

Sudden Strike (Ex)

A mantis is particularly adept at moving quickly when its foes are surprised. During a surprise round, a giant mantis may act as if it had a full round to act, rather than just one standard action.

7TH-LEVEL ADVANCEMENT

AC +2 natural armor; Attack 2 claws (1d6); Ability Scores Str +4, Dex +2, Con +4; Special Attacks drainsickles (1d4 rounds), mandibles (1d6 secondary attack against a grabbed target).

Drainsickles

Once every 1d4 rounds, a mantis can attack with both of its claw attacks. If any of the claw attacks hit, it receives half of the damage back as health.

Mandibles (Ex)

A mantis that grabs a foe can make a bite attack against that foe as a secondary attack. The mantis’s bite is at a -5 from it’s primary attack that inflicts 1d8 plus 1/2 str mod points of damage on a hit.

Scorpion

STARTING STATISTICS

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d4) and sting (1d4 plus poison); Ability Scores Str 11, Dex 12, Con 13, Int —, Wis 10, Cha 2; Special Attacks needles (1d4), poison ( frequency 1 round [4], effect 1d4 non-elemental damage, cure 1 save, Con-based DC), Rend (2 claws, 2d4); Special Qualities darkvision, tremorsense 30 ft; CMD trip +12.

Needles (Ex)

Once every 1d4 rounds as a standard action, a scorpion can shoot out needles from it’s stinger. If the range attack succeeds, the needles reach up to 30 feet and do 1d4 piercing damage plus their poison.

7TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Attack 2 claws (1d6) and sting (1d6 plus poison); Ability Scores Str +8, Dex –2, Con +4; Special Attacks needles (1d3 rounds, 1d6 dmg), poison ( frequency 1 round [4], effect 1d6 non-elemental damage, cure 1 save, Con-based DC), Rend (2 claws, 2d6); Special Qualities tremorsense 60 ft.

Tarantula

STARTING STATISTICS

Size Medium; Speed 30 ft., Climb 30 ft.; AC +1 natural armor; Attack Bite (1d6 plus poison); Ability Scores Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2; Special Attacks critical attack, poison (frequency 1 round [4], effect 1d2 Strength damage, cure 1 save, Con-based DC), Web (+5 ranged, DC 12, hp 3); Special Qualities darkvision 60 ft., tremorsense 60 ft,; CMD trip +12. Racial Modifiers +4 Perception (+8 in webs), +4 Stealth (+8 in web), +16 Climb

Critical Attack (Ex)

Once per day as a standard action, the tarantula can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6 x 1.5 for total damage.

Web (Ex)

Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 the creature’s HD + the creature’s Con modifier. Attempts to burst a web by those caught in it take a –4 penalty.

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

7TH-LEVEL ADVANCEMENT

Size Large; AC +3 natural armor; Attack Bite (1d8 plus poison); Ability Scores Str +8, Dex –2, Con +4; Special Attacks Critical Attack (1d4 rounds).

Wasp, Giant (Avian)

STARTING STATISTICS

Size Medium; Speed 20 ft., fly 60 ft. (good); AC +2 natural armor; Attack sting (1d6 plus poison); Ability Scores Str 12, Dex 16, Con 14, Int —, Wis 12, Cha 9; Special Attacks impaled pounce, needles (1d4 rounds), poison ( frequency 1 round [4], effect 1d4 non-elemental damage, cure 1 save, Con-based DC); Special Qualities darkvision; CMD trip +8.

Impaled Pounce (Ex)

A wasp can make a full attack when it makes a charge attack, it also deals twice the dice and str mod in points of piercing damage.

Needles (Ex)

Once every 1d4 rounds as a standard action, a wasp can shoot out needles from it’s stinger. If the range attack succeeds, the needles reach up to 30 feet and do 1d6 plus str mod piercing damage and their poison.

7TH-LEVEL ADVANCEMENT

Size Large; AC +2 natural armor; Attack sting (1d8 plus poison); Ability Scores Str +8, Dex –2, Con +4; Special Attacks needles (1d3 rounds).