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.

Hunting Cactus

Source Ultimate Wilderness pg. 183
Able to crawl swiftly on five rootlike legs, the hunting cactus has long arms it can slam foes with—arms covered with hundreds of thin, sharp needles.
Starting Statistics: Size Medium; Speed 30 ft.; AC +3 natural armor; Attack 2 slams* (1d6); Ability Scores Str 14, Dex 13, Con 17, Int 2, Wis 13, Cha 6; Special Qualities needles (a creature grappling a hunting cactus or attacking it with a natural attack or unarmed strike takes 1d4 points of piercing damage); CMD +6 vs. trip.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack 2 slams* (1d8); Ability Scores Str +8, Dex -2, Con +2; Special Attacks low-light vision
These slam attacks deal both bludgeoning and piercing damage..