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Familiar

Source Pathfinder RPG Bestiary pg. 131

Presented here are the base animal statistics for all of the most commonly used familiars—of course, these statistics can also be used for normal animals as well. Small animals like these use Dexterity to modify Climb and Swim checks.

Creatures in "Familiar" Category

NameCR
Archaeopteryx1/4
Arctic Hare1/6
Arctic Tern1/6
Armadillo1/4
Bat1/8
Blue-Ringed Octopus1/2
Butterfly/Moth-
Cat1/4
Chicken1/6
Cockroach1/8
Creeper Ivy1/4
Dodo1/4
Donkey Rat1/4
Dwarf Caiman1/3
Dweomer Cap1/8
Fire Salamander1/3
Flowering Lattice1/6
Flying Squirrel1/3
Fox1/4
Giant Isopod1/8
Giant Tardigrade1/8
Goat1/3
Hawk1/3
Hedgehog1/8
Horned Lizard1/6
House Centipede1/8
Ioun Wyrd1/3
Jerboa1/6
Kakapo1/8
King Crab1/4
Koala1/4
Lamprey1/3
Lemming1/8
Leopard Slug-
Lizard1/6
Margay Cat1/4
Meerkat1/4
Mole1/8
Monkey1/4
Otter1/4
Owl1/3
Peacock1/4
Peafowl1/4
Penguin1/3
Petrifern1/6
Pig1/3
Platypus1/6
Popoto Dolphin1/3
Ptarmigan1/6
Pufferfish1/4
Puffin1/8
Rabbit1/6
Raccoon1/2
Rat1/4
Raven1/6
Ravenous Tumbleweed1/3
Razor Fern1/4
Rhamphorhynchus1/3
Sawleg Locust1/4
Scarlet Spider1/4
Seal1/3
Shimmerwing Dragonfly1/4
Sloth1/6
Spiny Starfish1/6
Squirrel1/8
Suture Vine1/3
Tarsier1/6
Thrush1/3
Toad1/8
Tuatara1/4
Vampire Squid1/2
Viper1/2
Wallaby1/3
Weasel1/2

Familiar, Vampire Squid

This eerie-looking squid has red eyes and webbing between its hook-lined tentacles.

Vampire Squid CR 1/2

Source Ultimate Wilderness pg. 208
XP 200
N Tiny animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +1

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +6, Will +1
Defensive Abilities pressure adaptation

Offense

Speed 0 ft., swim 20 ft.
Melee bite +0 (1d3–2), tentacles +0 (grab)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks photophores

Statistics

Str 6, Dex 15, Con 12, Int 2, Wis 13, Cha 3
Base Atk +0; CMB +0; CMD 8
Feats Lightning Reflexes
Skills Stealth +14, Swim +10

Ecology

Environment any oceans
Organization solitary, pair, or school (3–8)
Treasure none

Special Abilities

Photophores (Ex) Once per day as a standard action while underwater, the vampire squid can release a 15-foot cone of disorienting bioluminescent mucus from its photophores, illuminating the area with dim light. A creature within this shimmering cloud of blue light must succeed at a DC 11 Fortitude save or be dazzled for as long as it remains in the cloud and for 1 round thereafter. The cloud persists for 1d4+1 rounds. The save DC is Constitution-based.

Pressure Adaptation (Ex) A vampire squid takes no pressure damage from changes in water depth.

Tentacles (Ex) A vampire squid’s tentacles all strike as a single primary attack but only to grapple.

The vampire squid—so called for its red eyes and cloak-like webbing—is a cephalopod from the lightless depths of the oceans. This eerie mollusk is covered in photophores, which it can use to create a defensive barrage of light when agitated.

A vampire squid can reach a total body length of up to 1 foot and weighs 1 pound.