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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, Dweomer Cap

Undulating patterns of purple and orange luminescence play across this strange mushroom’s gills.

Dweomer Cap CR 1/8

Source Ultimate Wilderness pg. 195
XP 50
N Tiny plant
Init –1; Senses darkvision 60 ft., low-light vision; Perception +1

Defense

AC 11, touch 11, flat-footed 11 (–1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref –1, Will +1; +2 vs. spells and spell–like abilities
Defensive Abilities arcanophage; Immune plant traits

Offense

Speed 5 ft., climb 5 ft.
Space 2-1/2 ft., Reach 0 ft.

Statistics

Str 1, Dex 8, Con 12, Int —, Wis 12, Cha 2
Base Atk +0; CMB –3; CMD 2 (can’t be tripped)
Skills Climb +7
SQ aura luminescence

Ecology

Environment any underground
Organization solitary, pair, or patch (3–5)
Treasure none

Special Abilities

Arcanophage (Su) When a dweomer cap succeeds at a saving throw against a spell, but not a spell-like ability, it gains fast healing 1 for a number of rounds equal to the spell’s level.

Aura Luminescence (Ex) A dweomer cap naturally emits dim light in a 10-foot radius. When in contact with a creature or object that has a faint or stronger magical aura, a dweomer cap’s light shimmers perceptibly, changing its hue and pattern. A dweomer cap can suppress or resume its luminescence as a standard action, though it has reason to do so only when serving as a familiar and ordered by its master to do so.

A dweomer cap is a black mushroom covered in wavy purple and orange patterns. It is typically found in regions of residual magical activity, such as abandoned arcane laboratories and sites of magical disasters. Although a dweomer cap can subsist on decaying organic material, it thrives and releases spores only when it can absorb trace magical energies. This makes these fungi an indicator that magical traps or treasures might be nearby. Spellcasters sometimes adopt dweomer caps as familiars, learning to read the fungi’s scintillations to help identify nearby magical effects.

A typical dweomer cap is about 1 foot wide and weighs around 2 pounds.