Archives of Nethys

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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

Vermin Companions

Description Source: Ultimate Magic
In addition to the normal choices of animal companions, a druid who is so inclined may select a vermin as her companion. Vermin companions follow the same rules as animal companions, advancing their Hit Dice and other abilities per the animal companion base statistics table. Vermin companions can be trained as if they were animals using the Handle Animal skill.

Mindless: Vermin companions have no Intelligence score and possess the mindless trait. In spite of this, vermin companions may learn one trick, plus additional bonus tricks. If a vermin animal companion gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the druid can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality and is able to know up to 3 tricks per point of Intelligence, plus the additional bonus tricks. Vermin companions have no skill points or feats as long as they have the mindless quality.

Trip: Because many vermin have multiple limbs, they are very difficult to trip. As a result, a CMD entry has been included for each, indicating the bonus to CMD such vermin receive against trip attacks.

Cockroach, Giant

Source Ultimate Wilderness pg. 184
Monster Entry Link
Swift and unsettling, the giant cockroach is notoriously difficult to slay. These creatures prefer dark places and seem to have no opposition to crawling through filth.
Starting Statistics: Size Small; Speed 30 ft., climb 30 ft., fly 20 ft. (poor); AC +1 natural armor; Attack bite (1d4); Ability Scores Str 9, Dex 10, Con 17, Int —, Wis 11, Cha 2; Special Qualities darkvision 60 ft., hold breath, light sensitivity, tremorsense 60 ft.; CMD +8 vs. trip; Bonus Feat(s) Endurance.

4th-Level Advancement: Speed 30 ft. climb 30 ft., fly 30 ft. (poor); AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2; Bonus Feat(s) Diehard.