Archives of Nethys

Pathfinder | Starfinder

Alchemist | Antipaladin | Arcanist | Barbarian | Barbarian (Unchained) | Bard | Bloodrager | Brawler | Cavalier | Cleric | Druid | Fighter | Gunslinger | Hunter | Inquisitor | Investigator | Kineticist | Magus | Medium | Mesmerist | Monk | Monk (Unchained) | Ninja | Occultist | Oracle | Paladin | Psychic | Ranger | Rogue | Rogue (Unchained) | Samurai | Shaman | Shifter | Skald | Slayer | Sorcerer | Spiritualist | Summoner | Summoner (Unchained) | Swashbuckler | Vigilante | Warpriest | Witch | Wizard


Companion | Drake | Eidolon | Eidolon (Unchained) | Familiar | Phantom


Adept | Aristocrat | Commoner | Expert | Warrior


Companion Details | Companion Options | Archetypes

Plant Companions

Description Source: Ultimate Wilderness
Plant companions have a variety of different starting sizes, speed, attacks, ability scores, and special qualities. All plant companion attacks are made using the creature’s full base attack bonus unless otherwise noted. Plant companion 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 can’t gain armor or weapon proficiency feats even as they advance in Hit Dice, and they can’t use manufactured weapons at all unless their description says otherwise.

As you gain levels, your plant companion grows in power as well, gaining the same bonuses that are gained by animal companions. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each companion choice.

Plant companions are typically suitable only for specific archetypes, such as the treesinger druid archetype, but with the GM’s permission, any druid could select a plant companion.

Trip: Because many plant companions have several rootlike legs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such plants receive against trip attacks.

Rash Creeper

Source Ultimate Wilderness pg. 183
This mass of creeping vines and leaves slithers almost like a snake. Contact with this predatory plant causes a sickening and sometimes debilitating rash.
Starting Statistics: Size Small; Speed 20 ft., climb 20 ft.; AC +1 natural armor; Attack slam (1d4 plus poison); Ability Scores Str 10, Dex 15, Con 13, Int 1, Wis 11, Cha 2; Special Attacks poison (frequency 1 round [4]; effect 1 Dex damage and sickened for 1 roun; cure 1 save; Con-based DC); Special Qualities low-light vision; CMD can't be tripped.

4th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d6 plus poison); Ability Scores Str +4, Dex -2, Con +2; Special Attacks poison (frequency 1 round [4]; effect 1d2 Dex damage and sickened for 1 roun; cure 2 saves; Con-based DC).