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 PRD Core Rulebook. Tiny or smaller familiars in this section use Dexterity to modify Climb and Swim skill checks.
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.
Familiar | Special Ability |
---|---|
Archaeopteryx | Master gains a +2 bonus on Reflex saves |
Dodo | Master gains a +4 bonus on initiative checks |
Platypus | Master gains a +3 bonus on Swim checks |
Sloth | Master gains a +3 bonus on Climb checks |
Tuatara | Master gains a +3 bonus on Survival checks |
Speed 40 ft., climb 10 ft., fly 40 ft. (poor)
Melee bite +4 (1d4â4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
SQ weak flier
Environment temperate or warm forests
Organization single, pair, or nest (4â10)
Treasure none
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.
Str 3, Dex 11, Con 14, Int 2, Wis 9, Cha 6
Base Atk +0; CMB â5; CMD 5
Feats Weapon Finesse
Skills Perception +3
Environment temperate or warm islands
Organization solitary, pair, or huddle (3â6)
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.
CR 1/6
XP 65
N Tiny animal
Init +2; Senses electrolocation 30 ft. (while underwater), low-light vision; Perception +1 (+5 while underwater)
Speed 10 ft., swim 40 ft.
Melee spur +4 (1d3â4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
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
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.
AC 11, touch 10, flat-footed 11 (â2 Dex, +1 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +0, Will +1
Str 5, Dex 7, Con 12, Int 2, Wis 12, Cha 7
Base Atk +0; CMB â4; CMD 3 (7 vs. trip)
Feats Skill Focus (Stealth)
Skills Climb +10, Stealth +17, Swim +2; Racial Modifiers +4 Climb, +4 Stealth, +4 Swim
Environment warm forests
Organization solitary or pair
Treasure none
Sloths are tree-dwelling herbivores. They are known for their efficient metabolisms and slow movement.
CR 1/4
XP 100
N Tiny animal
Init +1; Senses darkvision 60 ft., low-light vision; Perception +4
Speed 20 ft., climb 20 ft.
Melee bite +3 (1d3â4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 13, Con 12, Int 1, Wis 10, Cha 5
Base Atk +0; CMB â1; CMD 5 (9 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 when jumping), Climb +9, Perception +4, Survival +4; Racial Modifiers â4 Acrobatics when jumping, +4 Perception, +4 Survival