Familiars

Presented on these pages are base animal statistics for five additional familiars beyond those most commonly used by spellcasters—of course, these statistics can also be used for normal animals as well. These familiars use the standard rules for familiars presented in the Pathfinder RPG Core Rulebook. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim skill checks.

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
ArchaeopteryxMaster gains a +2 bonus on Reflex saves
DodoMaster gains a +4 bonus on initiative checks
PlatypusMaster gains a +3 bonus on Swim checks
SlothMaster gains a +3 bonus on Climb checks
TuataraMaster gains a +3 bonus on Survival checks

Archaeopteryx CR 1/4

XP 100

N Tiny animal

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

Defense

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

hp 4 (1d8)

Fort +2, Ref +4, Will +1

Offense

Speed 40 ft., climb 10 ft., fly 40 ft. (poor)

Melee bite +4 (1d4–4)

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

Statistics

Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7

Base Atk +0; CMB +0; CMD 6

Feats Weapon Finesse

Skills Climb +10, Fly +6

SQ weak flier

Ecology

Environment temperate or warm forests

Organization single, pair, or nest (4–10)

Treasure none

Special Abilities

Weak Flier (Ex) An archaeopteryx can't hover or fly up at an angle greater than 45 degrees while flying.

Archaeopteryxes are primitive birds. Instead of beaks, they have lizardlike heads with serrated teeth.

Dodo CR 1/4

XP 100

N Small animal

Init +0; Senses low-light vision; Perception +3

Defense

AC 11, touch 11, flat-footed 11 (+1 size)

hp 6 (1d8+2)

Fort +4, Ref +2, Will –1

Offense

Speed 20 ft.

Melee bite +1 (1d3–4)

Statistics

Str 3, Dex 11, Con 14, Int 2, Wis 9, Cha 6

Base Atk +0; CMB –5; CMD 5

Feats Weapon Finesse

Skills Perception +3

Ecology

Environment temperate or warm islands

Organization solitary, pair, or huddle (3–6)

Treasure none

Dodos are flightless birds that typically inhabit isolated tropical islands devoid of predators. Their boldness leads them to bumble into situations where they're easy prey.

Platypus CR 1/6

XP 65

N Tiny animal

Init +2; Senses electrolocation 30 ft. (while underwater), low-light vision; Perception +1 (+5 while underwater)

Defense

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

hp 3 (1d8–1)

Fort +1, Ref +4, Will

Offense

Speed 10 ft., swim 40 ft.

Melee spur +4 (1d3–4 plus poison)

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

Special Attacks poison

Statistics

Str 2, Dex 14, Con 8, Int 2, Wis 13, Cha 11

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

Feats Weapon Finesse

Skills Perception +1 (+5 while underwater), Swim +14; Racial Modifiers +4 Perception while underwater

SQ semiaquatic

Ecology

Environment temperate or warm rivers

Organization solitary

Treasure none

Special Abilities

Electrolocation (Ex) While underwater, platypuses can sense the tiny electrical currents that trigger muscle movement. This allows them to locate living prey and to distinguish it from inanimate objects. Treat electrolocation as lifesense with a range of 30 feet, but that functions only underwater.

Poison (Ex) Spur—injury; save Fort DC 9; frequency 1/round for 4 rounds; effect 1 nonlethal damage; cure 1 save.

Semiaquatic (Ex) Platypuses can hold their breath underwater for up to 5 minutes before they must start attempting Constitution checks to avoid suffocation.

Platypuses are egg-laying mammals that live in riverside burrows and hunt larvae and shellfish.

Sloth CR 1/6

XP 65

N Tiny animal

Init –2; Senses low-light vision, scent; Perception +1

Defense

AC 11, touch 10, flat-footed 11 (–2 Dex, +1 natural, +2 size)

hp 5 (1d8+1)

Fort +3, Ref +0, Will +1

Offense

Speed 5 ft., climb 5 ft.

Melee 2 claws –1 (1d2–3)

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

Statistics

Str 5, Dex 7, Con 12, Int 2, Wis 12, Cha 7

Base Atk +0; CMB –4; CMD 3 (7 vs. trip)

Feats Skill Focus (Stealth)

Skills Climb +10, Stealth +17, Swim +2; Racial Modifiers +4 Climb, +4 Stealth, +4 Swim

Ecology

Environment warm forests

Organization solitary or pair

Treasure none

Sloths are tree-dwelling herbivores. They are known for their efficient metabolisms and slow movement.

Tuatara CR 1/4

XP 100

N Tiny animal

Init +1; Senses darkvision 60 ft., low-light vision; Perception +4

Defense

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

hp 5 (1d8+1)

Fort +3, Ref +3, Will +0

Offense

Speed 20 ft., climb 20 ft.

Melee bite +3 (1d3–4 plus attach)

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

Statistics

Str 2, Dex 13, Con 12, Int 1, Wis 10, Cha 5

Base Atk +0; CMB –1; CMD 5 (9 vs. trip)

Feats Weapon Finesse

Skills Acrobatics +5 (+1 when jumping), Climb +9, Perception +4, Survival +4; Racial Modifiers –4 Acrobatics when jumping, +4 Perception, +4 Survival

Ecology

Environment temperate islands

Organization solitary or pair

Tuataras are cousins to true lizards. They mostly live on primordial islands where mammals have never established a foothold.