Small Familiars

Small familiars threaten the areas around them like Small creatures, and can be used to flank enemies, though both familiars and their masters are often loath to use such tactics, as the result is often a dead familiar. Small familiars are also harder to keep on a master's person than Tiny or smaller familiars. Often they require some form of magic item, like a bag of holding, to remain truly out of sight.


FamiliarSpecial Ability
Flying squirrelMaster gains a +3 bonus on Fly checks
FoxMaster gains a +2 bonus on Reflex saves
GoatMaster gains a +3 bonus on Survival checks
OtterMaster gains a +3 bonus on Swim checks
PigMaster gains a +3 bonus on Diplomacy checks
RaccoonMaster gains a +3 bonus on Sleight of Hand checks

Flying Squirrel CR 1/3

XP 135

N Tiny animal

Init +2; Senses low-light vision; Perception +1

Defense

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

hp 3 (1d8–1)

Fort +1, Ref +4, Will +1

Offense

Speed 20 ft., fly 40 ft. (clumsy)

Melee bite +4 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 3, Dex 15, Con 8, Int 1, Wis 12, Cha 6

Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats AcrobaticB, Weapon Finesse

Skills Acrobatics +16 (+12 when jumping), Climb +10, Fly +4; Racial Modifiers +12 Acrobatics, +8 Climb

SQ glide

Ecology

Environment temperate forests

Organization solitary or pair

Treasure none

Special Abilities

Glide (Ex) A flying squirrel cannot use its fly speed to hover. When flying, a flying squirrel must end its movement at least 5 feet lower in elevation than where it started.

Although not capable of actual flight, a flying squirrel possesses a furry membrane stretching between its wrists and ankles, allowing it to glide for long distances.

Fox CR 1/4

XP 100

N Tiny animal

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

Defense

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

hp 5 (1d8+1)

Fort +3, Ref +4, Will +1

Offense

Speed 40 ft.

Melee bite +1 (1d3–1)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Base Atk +0; CMB +0; CMD 9 (13 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Ecology

Environment any

Organization solitary, pair, or skulk (3–12)

Treasure none

This cunning yet wary animal pounces on live prey.

Goat CR 1/3

XP 135

N Small animal

Init +1; Senses low-light vision; Perception +0

Defense

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

hp 5 (1d8+1)

Fort +3, Ref +3, Will +0

Offense

Speed 30 ft.

Melee gore +2 (1d4+1)

Statistics

Str 12, Dex 13, Con 12, Int 2, Wis 11, Cha 5

Base Atk +0; CMB +0; CMD 11 (15 vs. trip)

Feats Nimble Moves

Skills Acrobatics +1 (+5 when jumping), Climb +5, Survival +0 (+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food

Ecology

Environment any

Organization solitary, pair, or herd (3–12)

Treasure none

Goats are often ill-tempered and stubborn, but they have an uncanny knack for finding food in the strangest of places and can digest almost anything.

Otter CR 1/4

XP 100

N Tiny animal

Init +3; Senses low-light vision; Perception +1

Defense

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

hp 4 (1d8)

Fort +2, Ref +5, Will +1

Offense

Speed 20 ft., swim 30 ft.

Melee bite +5 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5

Base Atk +0; CMB +1; CMD 7 (11 vs. trip)

Feats Weapon Finesse

Skills Escape Artist +4, Swim +11

Ecology

Environment any water

Organization solitary or family (2–16)

Treasure none

Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games.

Pig CR 1/3

XP 135

N Small animal

Init +1; Senses low-light vision, scent; Perception +5

Defense

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

hp 6 (1d8+2)

Fort +6, Ref +3, Will +1

Offense

Speed 30 ft.

Melee bite +1 (1d4)

Statistics

Str 11, Dex 12, Con 15, Int 2, Wis 13, Cha 4

Base Atk +0; CMB –1; CMD 10 (14 vs. trip)

Feats Great Fortitude

Skills Perception +5

Ecology

Environment any

Organization solitary, pair, or herd (3–12)

Treasure none

This clever, sociable animal may be trained to do many tasks.

Raccoon CR 1/2

XP 200

N Tiny animal

Init +2; Senses low-light vision, scent; Perception +3

Defense

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)

hp 4 (1d8)

Fort +2, Ref +4, Will +3

Offense

Speed 20 ft., climb 20 ft.

Melee bite +4 (1d3–1)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 8, Dex 15, Con 11, Int 2, Wis 16, Cha 5

Base Atk +0; CMB +0; CMD 9 (13 vs. trip)

Feats Weapon Finesse

Skills Climb +10, Sleight of Hand +3

Ecology

Environment temperate forests

Organization solitary or gaze (2–4)

Treasure none

Raccoons are inquisitive and cunning, and often have strangely humanoid mannerisms, like washing their food in streams.