CREATING A FAMILIAR

 
 
 

Archaeopteryx

This creature is roughly the size of a raven, with broad wings and a long tail compared to its body length.

Master gains a +2 bonus on Reflex saves.

Archaeopteryxes are primitive birds. Instead of beaks, they have lizard-like heads with serrated teeth.

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.
 

Bat

This mammal is enveloped by a pair of thin, membranous wings stretching between its small body and elongated fingers. It has large ears and a snub nose, with eyes shrouded in the shadow of its folded wings.

Master gains a +3 bonus on Fly checks.

Most bats are insectivores or fruit-eaters, but at least one species drinks blood.

CR 1/8 XP 50
N
Diminutive animal
Init +2; Senses blindsense 20 ft., low-light vision; Perception +6
DEFENSE
AC
16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +4, Will +2
OFFENSE
Speed
5 ft., fly 40 ft. (good)
Melee bite +6 (1d3–4)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str
1, Dex 15, Con 6, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –2; CMD 3
Feats Weapon Finesse
Skills Fly +16, Perception +6
Racial Modifier +4 Perception
ECOLOGY
Environment
temperate and hot forests and deserts
Organization colony (10–400)
Treasure none
 

Cat

This creature has a lithe, supple body, a rounded head with pointed ears, and large, luminous eyes. Retractable claws hide within the soft pads of its nimble paws.

Master gains a +3 bonus on Stealth checks.

Cats typically weigh 5–15 pounds when fully grown.

CR 1/4 XP 100
N
Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed
30 ft.
Melee 2 claws +4 (1d2–4), bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
3, Dex 15, Con 8, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +5, Stealth +14
Racial Modifiers +4 Climb, +4 Stealth
ECOLOGY
Environment
temperate and hot plains or urban
Organization solitary, pair, or pack (3–12)
Treasure none
 

Chicken

This fowl has a compact body, a short beak flanked by red wattles, and a crimson comb on the crown of its head.

Master gains a +3 hit points.

Chickens are prized for the hearty breakfast meals they provide if properly fed and cared for. Chickens are highly social creatures that raise their young communally. They’re picky about the spots where they roost, and a hen rarely strays from a particular nest once she’s laid her eggs there. A fertilized chicken egg hatches into a chick after roughly 3 weeks of incubation. In addition to their quick reproductive cycles, chickens have the ability to thrive on simple foods, and they are valued in both rural farming communities and metropolitan areas for their delicious and nutrient-rich eggs and meat. A hen bred for laying eggs can produce up to one egg every 24 hours. A chicken is about 1 foot tall and weighs 5 pounds.

CR 1/6 XP 65
N
Tiny animal
Init +4; Senses low-light vision; Perception +5
DEFENSE
AC
12, touch 12, flat-footed 12 (+2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +1
OFFENSE
Speed
30 ft., fly 20 ft. (clumsy); drift
Melee bite –2 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
3, Dex 11, Con 12, Int 2, Wis 12, Cha 13
Base Atk +0; CMB –2; CMD 4
Feats Improved Initiative
Skills Fly –4, Perception +5
ECOLOGY
Environment
any land
Organization solitary or flock (5–50)
Treasure none
SPECIAL ABILITIES
Drift (Ex)
A chicken flies in short bursts, and can’t use its fly speed to hover. When it flies, it must end its move action by landing or perching on a solid surface.
 

Compsognathus

This small reptile has a snake-like neck and head, a bird-like body with strong legs for running, and a whip-like tail.

Master gains a +4 bonus on Initiative checks.

The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds.

CR 1/2 XP 200
N
Tiny animal
Init +6; Senses low-light vision, scent; Perception +4
DEFENSE
AC
15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed
40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10
ECOLOGY
Environment
temperate or warm forests or plains
Organization solitary, pair, or pack (5–20)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
 

Dodo

This plump, light-gray, flightless bird waddles about on ungainly legs, fearlessly bobbing its prodigious beak.

Master gains a +4 bonus on Initiative checks.

These flightless birds typically inhabit isolated tropical islands and coastlines that are devoid of predators and other creatures that might kill them to use as a resource. Dodos’ size and unfamiliarity with natural dangers contribute to a kind of boldness in their species—or what some would call stupidity—causing them to bumble into precarious situations and making them easy targets for other creatures that are on the prowl for a tasty meal. The birds can all too easily be caught and slain, and while their meat has a most unpleasant taste, few starving, shipwrecked sailors would turn such a providential meal down.

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
 

Flying Squirrel

This small rodent has a set of skin flaps extending from wrist to ankle, allowing it to glide between trees. Its body is coated in a soft fur and it sports large eyes and a bushy tail.

Master gains a +3 bonus on Fly checks.

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.

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 Acrobatic, 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.
 

Flying Fox Bat

This creature has a fox-like face, a pointed muzzle, and large eyes. It has an immense wingspan compared to its body size, and its coat varies from dark brown to light orange.

Master gains a +2 bonus on Fortitude saves.

Commonly known as fruit bats or flying foxes, pteropus are among the largest of the common bats. Flying foxes eat fruit and other plant matter, and occasionally consume insects as well. They locate resources with their keen sense of smell. Most, but not all, are nocturnal. They navigate with keen eyesight, as they cannot echolocate.

CR 1/3 XP 135
N
Tiny animal
Init +1; Senses low-light vision, scent; Perception +9
DEFENSE
AC
13, touch 13, flat-footed 12 (+1 Dex, +2 size).
hp 5 (1d8)
Fort +3, Ref +3, Will +2; +4 vs. disease
OFFENSE
Speed
10 ft., fly 60 ft. (average)
Melee bite +1 (1d3–1)
Space 2–1/2 ft.; Reach 0 ft.
STATISTICS
Str
9, Dex 13, Con 12, Int 2, Wis 14, Cha 5
Base Atk +0; CMB –1; CMD 8
Feats Skill Focus (Perception)
Skills Fly +5, Perception +9
ECOLOGY
Environment
warm forests
Organization solitary, pair, or colony (10–100)
Treasure none
 

Fox

This cunning yet wary animal pounces on live prey.

Master gains a +2 bonus on Reflex saves.

Foxes are omnivores with a flattened skull, upright, triangular ears, a pointed, slightly upturned snout, and a long bushy tail or brush. In the wild, the typical lifespan of a fox is one to three years, although individuals may live up to ten years. Unlike many canids, foxes are not always pack animals. Typically, they live in small family groups, but some are known to be solitary.

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
 

Giant Flea

A large, wingless insect with a dark exoskeleton, this creature possesses a trio of pairs of elongated legs, each ending in sharp points. Its body is flattened sideways and hosts a pair of long antennae.

Master gains a +3 bonus on Fortitude saves against disease.

Fleas live by ingesting the blood of their hosts. They lack wings; their hind legs are extremely well adapted for jumping allowing them to leap many times their body height. Their claws keep them from being dislodged, and their mouthparts are adapted for piercing skin and sucking blood.

CR 1/2 XP 200
N
Small vermin
Init +2; Senses darkvision 60 ft.; Perception +0
DEFENSE
AC
13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0
DR 5/slashing; Immune disease, mind-affecting effects
OFFENSE
Speed
30 ft.
Melee bite +2 (1d4+1 plus disease)
Special Attacks disease
STATISTICS
Str
12, Dex 15, Con 13, Int —, Wis 11, Cha 6
Base Atk +0; CMB +0; CMD 12
Skills Acrobatics +0 (+20 when jumping)
Racial Modifiers +20 Acrobatics when jumping
ECOLOGY
Environment
any land or underground
Organization solitary, cluster (2–6), or colony (7–12)
Treasure none
SQ uncanny leap
SPECIAL ABILITIES
Disease (Ex)
Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1 day; effect 1 Con damage; cure 1 save. The save DC is Constitution-based
Uncanny Leap (Ex) As a full-round action, a giant flea can jump up to 120 feet. A flea can treat this jump as a charge, as long as the leap is made in a straight line.
 

Goat

This small mammel has a robust, barrel-shaped body with a short tail, covered in coarse hair. It has a pair of spiraled horns with a beard adorning its chin.

Master gains a +3 bonus on Survival checks.

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.

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
 

Greensting Scorpion

Though its pincers seem too small to harm anything larger than an insect, this scorpion’s stinger still appears dangerous.

Master gains a +4 bonus on Initiative checks.

Deadly greensting scorpions normally live in forests, though they can survive nearly anywhere. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.

CR 1/4 XP 100
N
Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +0
Immune mind-affecting effects
OFFENSE
Speed
30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str
3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +7, Perception +4, Stealth +15
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment
warm or temperate forests
Organization solitary, pair, or colony (3–6)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
 

Hawk

This raptor has a sharp, hooked beak and strong talons on robust legs. Its body is aerodynamic, with broad, rounded wings and a short, wide tail, exhibiting feathers of varying colors.

Master gains a +3 bonus on sight-based and opposed Perception checks in bright light.

Falconers prize these majestic birds as trained hunting companions if raised from chicks and properly instructed.

CR 1/3 XP 135
N
Tiny animal
Init +3; Senses low-light vision; Perception +14
DEFENSE
AC
15, touch 15, flatfooted 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
OFFENSE
Speed
10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14
Racial Modifier +8 Perception
ECOLOGY
Environment
temperate forests
Organization solitary or pair
Treasure none
 

Homunculus

This vaguely humanoid creature is about the size of a cat but looks more like a toothy, winged devil.

This creature is only available with the Improved Familiar feat.

A homunculus is a miniature servant created by a spellcaster from his own blood. They are weak combatants but make effective spies, messengers, and scouts. A homunculus’s creator determines its precise features; some are more refined looking, but most creators don’t bother to improve the creature’s appearance beyond the minimum necessary for functioning. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus never willingly travels more than a mile from its master, though it can be removed forcibly. If this occurs, the creature does everything in its power to return to this range, as it cannot communicate with its master beyond this distance. An attack that destroys a homunculus deals 2d10 points of damage to its master. If the creature’s master is slain, the homunculus goes insane—it loses its Intelligence score, all feats, and all skill ranks, and generally claims the immediate surroundings as its domain, mindlessly attacking any who intrude upon its lair. On rare occasions, a homunculus freed from its servitude rises above its master’s original intent and becomes more than a half-insane construct guardian of a long-forgotten lair. In some cases, a homunculus might even come to see itself as the rightful heir to its master’s legacy, or even the reincarnated spirit of the master himself.

CR 1 XP 400
Any alignment
(same as creator) Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +3
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +4, Will +1
Defensive Abilities construct traits
OFFENSE
Speed
20 ft., fly 50 ft. (good)
Melee 1 bite +3 (1d4–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Base Atk +2; CMB +2; CMD 11
Feats Lightning Reflexes
Skills Fly +10, Perception +3, Stealth +12
Languages Common (cannot speak); telepathic link
ECOLOGY
Environment
any
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
Telepathic Link (Su) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.
 

Lizard

This creature is covered in dry, scaly skin. It possesses a long, tapering tail, a slim body, and four short legs each ending in sharp claws. Its head is triangular and hosts a pair of unblinking eyes.

Master gains a +3 bonus on Climb checks.

Lizards can be found in any temperate or tropical climate. When confronted with predators, a lizard flees and hides.

CR 1/6 XP 65
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., climb 20 ft.
Melee bite +4 (1d4–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
3, Dex 15, Con 8, Int 1, Wis 12, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip) Weapon Finesse
Skills Acrobatics +10, Climb +10, Stealth +14
Racial Modifiers +8 Acrobatics
ECOLOGY
Environment
any temperate or warm
Organization solitary, pair, or nest (3–8)
Treasure none
 

Monkey

This small primate has a compact body, a prehensile tail, and dexterous hands. It has a rounded head with wide-set eyes and a small snout, and its body is covered in short fur.

Master gains a +3 bonus on Acrobatics checks.

Monkeys are highly social creatures. They spend the majority of their day searching for food.

CR 1/4 XP 100
N
Tiny animal
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed
30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5
Racial Modifiers +8 Acrobatics
ECOLOGY
Environment
warm forests
Organization solitary, pair, band (3–9), or troop (10–40)
Treasure none
 

Otter

This creature has a long, slim body and relatively short limbs, with webbed paws. It has sharp claws on its feet and a long, muscular tail.

Master gains a +3 bonus on Swim checks.

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

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
 

Owl

This bird has large forward-facing eyes, a flat face surrounded by a disc of feathers, and a short, sharp beak. It’s broad wings and soft, noise-dampening plumage allows for silent flight.

Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness.

Owls are nocturnal, rodent-eating birds that make very little noise in flight.

CR 1/3 XP 135
N
Tiny animal
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC
15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
OFFENSE
Speed
10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment
temperate forests
Organization solitary or pair
Treasure none
 

Penguin

This three-foot-tall, thickset bird has black and white coloration, a long beak, and black flippers that lie flat against its sides instead of wings.

Master gains a +3 bonus on Swim checks.

Many varieties of penguins exist, though most display similar characteristics. The penguin’s most distinctive trait is the tuxedo-style coloration of its feathers, which acts as camouflage while the penguin hunts for fish underwater; the black back and flippers allow the penguin to blend in with the water when viewed from above, while its white belly matches the bright sky when seen from below. A penguin of the most common variety stands roughly 3 feet tall and weighs 70 pounds. Larger species of penguin can grow to heights of 4 feet and weigh as much as 100 pounds.

CR 1/3 XP 135
N
Small animal
Init –1; Senses low-light vision; Perception +8
DEFENSE
AC
11, touch 10, flat-footed 11 (–1 Dex, +1 natural, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +1
OFFENSE
Speed
10 ft., swim 40 ft., toboggan 30 ft.
Melee bite +0 (1d3–1)
STATISTICS
Str
9, Dex 8, Con 13, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –2; CMD 7
Feats Skill Focus (Perception)
Skills Perception +8, Swim +7
SQ hold breath
ECOLOGY
Environment
cold oceans
Organization solitary, pair, or colony (100–1000)
Treasure none
SPECIAL ABILITIES
Toboggan (Ex)
On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather than walking.
 

Pig

This creature has a stout body with a large head and a long, cylindrical snout. It has small eyes and ears, a curly tail, and is covered in sparse, coarse hairs.

Master gains a +3 bonus on Diplomacy checks.

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

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
 

Platypus

This creature is plump, brown, and covered in sleek fur, but it has a duck’s bill, a flat tail, and webbed feet.

Master gains a +3 bonus on Swim checks.

Platypuses are members of an extremely unusual order of egg-laying mammals that live in riverside burrows where they hunt for larvae, shellfish, and worms. Platypuses also have a remarkable electrical sense they use in place of hearing, scent, and sight while hunting underwater. The average platypus is roughly 1-1/2 feet long and weighs 3-1/2 pounds.

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.
 

Raccoon

This creature is characterized by a mask of dark fur around its eyes, contrasted by white facial fur. It has a bushy, ringed tail, a stout body, and nimble, dexterous paws.

Master gains a +3 bonus on Sleight of Hand checks.

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

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
 

Rat

This rodent with a sleek coat has a pointed snout, large ears, and glossy eyes. It sports a long, hairless tail, and is equipped with sharp incisors.

Master gains a +2 bonus on Fortitude saves.

Fecund and secretive, rats are omnivorous rodents that particularly thrive in urban areas.

CR 1/4 XP 100
N
Tiny animal
Init +2; Senses low-light vision, scent; 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
15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10
Racial Modifiers +4 Stealth
ECOLOGY
Environment
any temperate
Organization solitary, pair, nest (3–12), or plague (13–100)
Treasure none
 

Raven

This bird has a heavy beak and thick neck with shaggy throat feathers and a wedge-shaped tail. Its glossy black feathers shine with a purplish tint.

Master gains a +3 bonus on Appraise checks.

The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals.

CR 1/6 XP 65
N
Tiny animal
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
ECOLOGY
Environment
any temperate
Organization solitary, pair, flock (3–12), or unkindness (13–100)
Treasure none
 

Red Panda

This mammal is covered in dense reddish-brown fur, a round face with white markings, and large round ears. It has a bushy, ringed tail and semi-retractable claws.

Master gains a +3 bonus on Acrobatics checks.

Red pandas are small, short-legged arboreal mammals known for their red-brown fur and climbing abilities.

CR 1/2 XP 200
N
Tiny animal  
Init +3; Senses low-light vision, scent; Perception +5
DEFENSE
AC
16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1
OFFENSE
Speed
20 ft., climb 20 ft.
Melee bite +5 (1d3–1)
Space 2–1/2 ft.; Reach 0 ft.
STATISTICS
Str
8, Dex 16, Con 11, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 10
Feats Weapon Finesse
Skills Acrobatics +9, Climb +15, Perception +5
Racial Modifiers +6 Acrobatics, +4 Climb
ECOLOGY
Environment
temperate forests or mountains
Organization solitary or mated pair
Treasure none
 

Scarlet Spider

This bright red spider has eight dexterous black legs, and can move with amazing speed for its size.

Master gains a +3 bonus on Climb checks.

Scarlet spiders are small arachnids with bright red bodies and black legs. Scarlet spiders don’t have web attacks. Though they can be found in any terrain, scarlet spiders are more common in environments where they can hunt large insects and small mammals.

CR 1/4 XP 100
N
Tiny vermin
Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC
18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +0
Immune mind-affecting effects
OFFENSE
Speed
30 ft.
Melee bite +7 (1d3–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str
3, Dex 21, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 9 (21 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +13, Climb +21, Perception +4, Stealth +17
Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
ECOLOGY
Environment
any land
Organization solitary, pair, or colony (3–8)
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 4 rounds; effect 1 Str; cure 1 save.
 

Seal

This sleek aquatic mammal has a pair of flippers, a powerful tail, and a muzzle full of small, sharp teeth.

Master gains a +3 bonus on Swim checks.

Sleek-bodied aquatic mammals, seals spend the majority of their lives in the water, whether in the harbors of tropical ports or amid wandering icebergs. They prefer rocky beaches, upon which they rest and raise their young, and from which they dive to hunt fish, sea birds, squid, and other small aquatic creatures. They are well known for their vocal communications consisting of barks, grunts, and flipper slaps—a trait that causes many humanoids to remark on their intelligence and the ease with which they can be trained.

CR 1/3 XP 135
N
Small animal
Init +5; Senses low-light vision; Perception +9
DEFENSE
AC
13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +1
OFFENSE
Speed
10 ft., swim 60 ft.
Melee bite +1 (1d4)
STATISTICS
Str
10, Dex 13, Con 11, Int 2, Wis 13, Cha 6
Base Atk +0; CMB –1; CMD 10 (can’t be tripped)
Feats Improved Initiative
Skills Perception +9, Swim +8
Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment
any oceans
Organization solitary, pair, rookery (3–24)
Treasure none
 

Skunk

Built like a small badger, this creature has black fur with white stripes running from its face to its fluffy tail, which is raised in warning.

Master gains a +2 bonus on Fortitude saves.

These small mammals are well known to humanoids and forest creatures alike, with their distinctive black- and white-striped markings and infamous scent glands. Creatures like big cats or wolves that normally would make a meal of such a small creature give skunks plenty of space, for they have learned well that the combination of black and white on a skunk’s back equates to a hideously overpowering stench.

CR 1/4 XP 100
N
Tiny animal
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC
14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +1
OFFENSE
Speed
30 ft.
Melee bite +4 (1d3–4), 2 claws +4 (1d2–4)
Ranged spray +4 touch (musk)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks musk
STATISTICS
Str
3, Dex 15, Con 9, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Perception +5
ECOLOGY
Environment
temperate forests
Organization solitary, pair, or surfeit (3–5)
Treasure none
SPECIAL ABILITIES
Musk (Ex)
Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.
 

Sloth

This creature has a slow-moving, lanky body with long limbs and curved claws. It sports a short, flat head, tiny ears, and fur that appears greenish.

Master gains a +3 bonus on Climb checks.

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

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
 

Snapping Turtle

A thick shell encases this reptile’s body, from which only its tail, its feet, and a head fitted with powerful jaws emerge.

Master gains a +2 bonus on Fortitude saves.

Snapping turtles are water-dwelling reptiles known for their propensity to bite anyone they deem threatening. Adult snapping turtles are usually about 1-1/2 feet in diameter. A spellcaster who can acquire a familiar can choose a snapping turtle as a familiar.

CR 1/3 XP 135
N
Tiny animal
Init –1; Senses low-light vision, scent; Perception +5
DEFENSE
AC
12, touch 11, flat-footed 12 (–1 Dex, +1 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +1
OFFENSE
Speed
10 ft., swim 20 ft.
Melee bite +1 (1d3–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
4, Dex 8, Con 13, Int 1, Wis 13, Cha 6
Base Atk +0; CMB –3; CMD 4 (8 vs. trip)
Feats Weapon Finesse
Skills Perception +5, Swim +5
SQ hold breath, shell
ECOLOGY
Environment
temperate or warm water or shore
Organization solitary or band (2–5)
Treasure none
SPECIAL ABILITIES
Shell (Ex)
As a move action, a snapping turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.
 

Toad

This small amphibian has a plump, warty body, short legs, and large, bulging eyes. Its skin color ranges from green to brown.

Master gains a +3 hit points.

Toads are harmless, rough-skinned amphibians.

CR 1/8 XP 50
N
Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
DEFENSE
AC
15, touch 15, flat-footed 14 (+1 Dex, +4 size)
hp 2 (1d8–2)
Fort +0, Ref +3, Will +2
OFFENSE
Speed
5 ft.
Space 1 ft.; Reach 0 ft.
STATISTICS
Str
1, Dex 12, Con 6, Int 1, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21
Racial Modifiers +4 Stealth
ECOLOGY
Environment
temperate and warm forests
Organization solitary, pair, or knot (3–100)
Treasure none
 

Trilobite

This arthropod is characterized by its oval shape, divided into three lobes. It has a hard, segmented exoskeleton, multiple jointed legs underneath, and a pair of large, crescent-shaped eyes on the top.

Master gains a +1 natural armor bonus to AC.

Ancient arthropods adapted to scavenging the ocean floor, trilobites have both resilient exteriors and keen senses honed for use in the lightless depths of the sea, and are known for curling into balls to protect themselves.

CR 1/4 XP 100
N
Tiny vermin (aquatic)
Init +2; Senses darkvision 30 ft.; Perception +4
DEFENSE
AC
15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +0 
Immune mind-affecting effects
OFFENSE
Speed
20 ft., swim 30 ft.
Melee bite +4 (1d3–2)
Space 2–1/2 ft.; Reach 0 ft.
STATISTICS
Str
7, Dex 15, Con 12, Int —, Wis 11, Cha 2
Base Atk +0; CMB +0; CMD 8
Feats Weapon Finesse
Skills Perception +4, Swim +10
Racial Modifiers +4 Perception
SQ curl, water dependency
ECOLOGY
Environment
any oceans
Organization solitary, pair, group (2–12)
Treasure none
SPECIAL ABILITIES
Curl (Ex)
As a standard action, a trilobite can curl into a ball, increasing its natural armor bonus by 2 but preventing it from taking any move actions. Uncurling is a standard action.
 

Tuatara

This reptile has a spiny crest along its back, a round body, and a stout tail. Its skin is rough and greyish with a beak-like jaw. Its eyes gleam with a green tint.

Master gains a +3 bonus on Survival checks.

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

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
Treasure none
 

Viper

This snake has a triangular head distinct from its slender body, and a pair of long, hollow fangs. Its scales display a wide range of colors and patterns, often providing excellent camouflage.

Master gains a +3 bonus on Bluff checks.

Vipers are not particularly aggressive snakes, but their poisonous bite can be deadly.

CR 1/2 XP 200
N
Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE
AC
16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
OFFENSE
Speed
20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11
Racial Modifiers +4 Perception, +4 Stealth
ECOLOGY
Environment
any temperate and warm
Organization solitary
Treasure none
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
 

Weasel

This sleek, quicksilver creature darts with agile grace, its bright eyes gleaming with cunning intelligence.

Master gains a +2 bonus on Reflex saves.

Weasels are predators content with raiding chicken coops or attacking pets when they encounter civilization.

CR 1/2 XP 200
N
Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC
15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
OFFENSE
Speed
20 ft., climb 20 ft.
Melee bite +4 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str
3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills  Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14
Racial Modifiers +4 Stealth, +8 Acrobatics
ECOLOGY
Environment
temperate hills
Organization solitary
Treasure none
SPECIAL ABILITIES
Attach (Ex)
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.