Archives of Nethys

Pathfinder 1E | Pathfinder 2E | 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.

Gulper Plant

Source Ultimate Wilderness pg. 183
This bulbous green plant can climb or crawl via a network of vines. Its central reservoir can gulp down foes to digest them in an internal well of acid, holding them tight while they struggle.
Starting Statistics: Size Medium; Speed 20 ft., climb 10 ft.; AC +1 natural armor; Attack 2 vines* (1d4 plus grab); Ability Scores Str 12, Dex, 11, Con 13, Int 1, Wis 10, Cha 3; Special Attacks swallow whole (1d6 acid); Special Qualities freeze, low-light vision; CMD can't be tripped.

7th-Level Advancement: Size Large; AC +2 natural armor; Attack 2 vines* (1d6 plus grab); Ability Scores Str +6, Dex -2, Con +2; Special Attacks swallow whole (1d8 acid)
* This is a primary natural attack that deals bludgeoning damage.