Animal Companions

Ekaran Moka-Moka
Starting Statistics: Size Medium; Speed 40 ft., fly 80 ft (avg); AC +2 natural armor; Attack peck (1d4 Piercing), 2 claws (1d3); Ability Scores Str 8, Dex 17, Con 13, Int 2, Wis 12, Cha 8 Special Qualities low-light vision, strong back.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack peck (1d6 Piercing), 2 claws (1d4); Ability Scores Str +8, Dex –2, Con +2 Special Qualities combat trained

The Moka-Moka is a large, colorful, and surprisingly docile and affectionate bird-like creature originally native to Ekar. Moka-Moka were domesticated several thousand years ago by the Eechar for their ability to fly with a rider without attempting to eat them. Today, Moka-Moka are only found near N'Ekar, though their sweet temperaments and utility as airborne mounts make them heavily sought after.

Strong Back (Ex): Moka-Moka are treated as quadrupeds for the purposes of determining their carrying capacity.

Ekaran Moka-Ditsa
Starting Statistics: Size Large; Speed 50 ft.; AC +4 natural armor; Attack peck (1d6 Piercing), 2 claws (1d4); Ability Scores Str 18, Dex 15, Con 13, Int 2, Wis 12, Cha 8 Special Qualities low-light vision, scent, strong back.

4th-Level Advancement: Ability Scores Str +2, Con +2 Special Qualities combat trained

The Moka-Ditsa is a physically larger flightless relative of the Moka-Moka. Slightly more willful and fierce than their airborne kin, Moka-Ditsa were domesticated as beasts of burden and cavalry mounts. Today, Moka-Ditsa are only found near N'Ekar, and non-N'Ekaran races primarily value Moka-Ditsa as livestock, leading N'Ekar to limit their trade to outsiders.

Strong Back (Ex): Moka-Ditsa are treated as quadrupeds for the purposes of determining their carrying capacity.

Raven, Blood Crow
Starting Statistics: Size Medium; Speed 30 ft., fly 100 ft (avg); AC +2 natural armor; Attack peck (1d6 Piercing), 2 claws (1d4); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, Cha 8 Special Qualities low-light vision, strong back.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack peck (1d8 Piercing), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +2 Special Qualities combat trained

An astonishingly large relative of the common crow with red-speckled iridescent black feathers, Blood Crow Ravens are native to the Crowpine Forest of the Northern Realms, though their unusual coloration and mercurial tempers led to superstitions of the creatures hailing from beyond the Fey Veil. Virtually all Blood Crow Ravens found in the company of humanoids are trained and semi-domesticated by the Blood Crows who take their name from their iconic mounts and savage brutality.

Strong Back (Ex): Blood Crow Ravens are treated as quadrupeds for the purposes of determining their carrying capacity.

Wyrdrake, Shattered Mountains
Starting Statistics: Size Medium; Speed 20 ft., fly 50 ft (clumsy); AC +4 natural armor; Attack bite (1d6), 2 wings (1d4); Ability Scores Str 12, Dex 13, Con 15, Int 2, Wis 8, Cha 6 Special Qualities darkvision 60 ft., dragonblood throwback, low-light vision, scent, strong back.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 wings (1d6); Ability Scores Str +8, Dex –2, Con +2 Special Qualities combat trained

Wyrdrakes are technically dragons, although the beasts are evolutionary throwbacks no more cunning than common animals.

Dragonblood Throwback: Wyrdrakes have the Dragon type with the Beast subtype, and thus are treated as both Dragons and Animals for the purposes of spells, magic items, and effects. For beneficial effects, the Wyrdrake is treated as whichever type gains the best benefit. For negative or harmful effects, the Wyrdrake is treated as whichever type suffers the worse damage or penalty. Wyrdrakes are treated as Animals for the purposes of the Handle Animal skill and Animal Empathy checks.

Strong Back (Ex): Wyrdrakes are treated as quadrupeds for the purposes of determining their carrying capacity.

Fish, Coelacanth
Starting Statistics: Size Small; Speed swim 40 ft; AC +4 natural armor; Attack bite (1d4); Ability Scores Str 11, Dex 15, Con 13, Int 1, Wis 10, Cha 3 Special Qualities low-light vision.

4th-Level Advancement: Size Medium; AC +2 natural armor; Ability Scores Str +4, Dex –2, Con +2

Most commonly found in the Cosm Sea, Coelacanth are large armor-plated fish that prey upon other fish. Merfolk sometimes train Coelacanth as pets and hunting companions.

New Plant Companions
Normally, only Treesinger Druids can obtain a Plant Companion, but characters able to obtain an Animal Companion and who possess the Sylvan Bond feat can also select a Plant Companion in lieu of a standard Animal Companion.

Kima
Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural armor; Attack claw (1d3 plus Bugeater); Ability Scores Str 8, Dex 12, Con 16, Int 2, Wis 12, Cha 12 Special Qualities Bugeater, Kima Musk, Vegefauna subtype.

4th-Level Advancement: AC +2 natural armor; Ability Scores Str +2, Con +2

Common vegefauna native to Ekar, Kima are essentially domesticated carnivorous plants that actively hunt insects and other arthropods. Resembling a terrestrial pangolin, Kima are composed of soft green plant tissue protected by woody scales, with hooked thorns growing as claws. Notably, Kima also grow long, narrow petals from between their scales with a consistency similar to lettuce, and these leaves are shed and replaced regularly by Kima as their limited photosynthetic capabilities expire. Kima petals retain a significant amount of sugar and are collected by N'Ekarans for cooking and alchemical uses. Kima have an anatomy that blurs the line between Plant and Animal, mixing fibrous organs such as a heart, stomach, and lungs with leaf buds and fruiting bodies, and are technically plants but have behavioral traits more in line with animals. When coated with musk, Kima become highly repellent to vermin of all types, agitating them into moving and revealing their location to the kima, who then use their claws to efficiently kill larger vermin in order to eat them. Kima can go for months between meals due to photosynthesis, but Kima can and will gorge themselves if the opportunity presents itself. Kima also possess a sticky vine-like tongue that they can insert into insect colonies, making them a danger to small vermin as well.

Bugeater (Ex): A Kima’s claws are uniquely suited for ripping apart the exoskeletons of Vermin and insect-like creatures, and inflict an additional 1d6 damage against such creatures.

Kima Musk (Ex): Kima exude a citronella-like musk at all times in a 30 foot radius spread from the Kima, and are considered a strong scent source. Creatures susceptible to the additional damage from Bugeater within the area of the musk must make a Will save (DC 10 + half hit-dice + Constitution modifier) or become panicked for 1 round. Success on the saving throw results in the creature instead being shaken for 1 round. Despite causing stages of fear, this is not treated as a mind-affecting effect for the purposes of Vermin immunities and resistances.

Vegefauna Subtype: Vegefauna lose the normal immunities granted by the Plant type, but gain a +2 bonus on saving throws against those effects. Vegefauna require sleep and can become fatigued without it, but cannot become exhausted or suffer non-lethal damage for lack of sleep.

Vegefauna are treated as normal animals for the purposes of Handle Animal checks and Wild Empathy.

Kima-Gizu
Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack claw (1d4 plus Bugeater); Ability Scores Str 12, Dex 10, Con 18, Int 2, Wis 12, Cha 12 Special Qualities Bugeater, Kima Musk, Vegefauna subtype.

7th-Level Advancement: Size Large; AC +4 natural armor; Attack claw (1d6 plus Bugeater); Ability Scores Str +8, Dex -2, Con +4

Kima-Gizu are a secondary life stage of the Kima that grows much, much larger, although it retains an almost identical appearance despite its greatly increased size.

Bugeater (Ex): A Kima-Gizu’s claws are uniquely suited for ripping apart the exoskeletons of Vermin and insect-like creatures, and inflict an additional 1d6 damage against such creatures.

Kima-Gizu Musk (Ex): Kima-Gizu exude a citronella-like musk at all times in a 60 foot radius spread from the Kima-Gizu, and are considered a strong scent source. Creatures susceptible to the additional damage from Bugeater within the area of the musk must make a Will save (DC 10 + half hit-dice + Constitution modifier) or become panicked for 1 round. Success on the saving throw results in the creature instead being shaken for 1 round. Despite causing stages of fear, this is not treated as a mind-affecting effect for the purposes of Vermin immunities and resistances.

Vegefauna Subtype: Vegefauna lose the normal immunities granted by the Plant type, but gain a +2 bonus on saving throws against those effects. Vegefauna require sleep and can become fatigued without it, but cannot become exhausted or suffer non-lethal damage for lack of sleep.

Vegefauna are treated as normal animals for the purposes of Handle Animal checks and Wild Empathy.

New Vermin Companions
The Multiverse is filled with insects large and small, and despite their often alien appearances they are not as truly and uniformly mindless as many humanoids seem to think. The Vermin raised by Druids, Rangers, and others are often even more exceptional, and to think of them as mindless automatons is simply inaccurate.

Vermin companions using these rules instead begin play with an Intelligence score of 1, and automatically increase their Intelligence to 2 upon reaching their advancement at 4th or 7th level, no matter what advancement option is selected. Vermin companions lose the Mindless trait.

Thunderhead Beetle
Starting Statistics: Size Medium; Speed 20 ft., fly 50 ft (poor); AC +4 natural armor; Attack gore (1d6); Ability Scores Str 8, Dex 12, Con 15, Int 1, Wis 10, Cha 9; Special Qualities Aerial Trample, darkvision 60 ft.; CMD +4 vs trip.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack gore (1d8); Ability Scores Str +8, Dex –2, Con +2 Special Qualities combat trained

Selective breeding with Giant Stag Beetles, combined with mutagenic experimentation by tribal alchemists of the now-dead Thunderhead Goblins, resulted in the birth of the Thunderhead Beetle. Thinner and weaker than their forebears, a Thunderhead Beetle's six legs can barely support its weight but its more robust wings are fully capable of flight, and trained beetles dutifully enter battle on loud, thumping wingbeats.

Aerial Trample: As a full-round action, a Thunderhead Beetle can attempt to overrun any creature that is at least one size category smaller than itself, but only while flying. This works just like the overrun combat maneuver, but the Thunderhead Beetle does not need to make a check, it merely has to fly through the space of opponents in its path. Targets of an Aerial Trample take an amount of damage equal to the Thunderhead Beetle’s gore damage + 1-1/2 times its Str modifier. Targets of an Aerial Trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the Thunderhead Beetle and receive a Reflex save to take half damage. The save DC against a Thunderhead Beetle's Aerial Trample attack is 10 + 1/2 the creature’s HD + the creature’s Str modifier. A Thunderhead Beetle can only deal trampling damage to each target once per round, no matter how many times its movement takes it through a target creature's space. For the purposes of feats and abilities, Aerial Trample is treated as the Trample ability.