Archives of Nethys

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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.


Source Ultimate Wilderness pg. 184
Also known as sea scorpions, these aquatic insects have pincers and a long stinger.
Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; AC +2 natural armor; Attack 2 claws (1d3), sting (1d3 plus poison); Ability Scores Str 10, Dex 11, Con 12, Int —, Wis 13, Cha 2; Special Attacks poison (frequency 1 round [4]; effect 1 Con damage; cure 1 save; Con-based DC); Special Qualities darkvision 60 ft.; CMD +8 vs. trip.

7th-Level Advancement: Size Large; AC +3 natural armor; Attack 2 claws (1d4), sting (1d4 plus poison); Ability Scores Str +8, Dex -2, Con +4; Special Attacks poison (frequency 1 round [6]; effect 1d2 Con damage; cure 1 save; Con-based DC)..