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Creature Companions

The solitude of space can prove tough to bear for even the most hardened soloist. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger.

This section presents rules for creature companions. Whether you want a pet that primarily participates in roleplay, a combat-ready tactical ally, or some blend of the two, this system has you covered! First, Gaining a Creature Companion explains how to secure your own companion. Next, Creature Companions in Combat and Creature Companion Mounts introduce the feats needed to control your companion, as well as rules for utilizing it in combat and as a mount. On page 141, Creating Companions provides statistics for a creature companion of any level, followed by a number of common creature companions. Finally, Creature Companion Equipment on page 147 has equipment you might find useful in conjunction with your creature companion.

Gaining A Creature Companion

Characters can obtain creature companions in countless ways, but the most straightforward is through purchase. This section explains the most common ways that a PC can gain and bond with a creature companion, as well as rules for how it can increase in power.

Purchasing a Companion: The Creature Companion Statistics table lists the price for a creature companion at every level; purchasing one follows the same level guidelines as purchasing equipment (see Item Level).

Obtaining a Companion: Your GM might provide a creature companion as part of allotted treasure or as a story award, such as if you rescue an experiment from a genetics lab.

Bonding with a Companion: However you obtain a creature companion, you can bond with it by attempting Survival checks to handle an animal (even if it has a different creature type and regardless of its Intelligence score) to improve its attitude toward you to helpful. The DC of this check is equal to 10 + 1-1/2 × the companion’s level, and you can attempt this check once per day. Most purchased creature companions start with an attitude of indifferent, but the GM might determine that a companion instead starts with an attitude of friendly, unfriendly, or even hostile. If you purchase a creature companion at character creation, it automatically begins with an attitude of helpful. All the special rules of creature companions function only with a creature companion you have successfully bonded with. No matter how many creature companions you purchase or otherwise acquire, you can be bonded to only a single creature companion at a time.

Creature Companion Level: Your creature companion does not have a separate pool of experience points. It is eligible to gain a level whenever you do, but its level doesn’t actually increase until you spend the time and effort training it to match your new, greater degree of expertise. This requires you to pay credits equal to the cost of buying a new creature companion of the creature companion’s new level on the Creature Companion Statistics table, minus the cost of its previous level. If you are more than 1 level higher than your creature companion, it can gain multiple levels, each requiring the appropriate credit expenditure, until its level matches yours. Normally a creature companion cannot gain more than 1 level in a week.

Replacing a Companion: You can have only one creature companion at any time. If your creature companion is lost or killed, or if you release it (see below), you can purchase (or your GM can provide you) a new one.

Releasing a Creature Companion: Sometimes you must part ways with even the most stalwart companion. Perhaps you reunite an orphaned creature with others of its species, or maybe you don’t want to endanger your friend on a dangerous journey. Whatever the reason, you can end the bond with your creature companion at any time by rolling a Survival check with a DC equal to 10 + double the companion’s level. If you succeed, your companion understands and complies, remaining friendly toward you for 1d10 years. If you fail the Survival check, your separation is less amicable. The creature becomes indifferent to you immediately, and its attitude toward you is unaffected by your past relationship after 2d10 weeks. Regardless of the check result, you are then free to bond with a new companion.

Languages: Creature companions don’t speak any language and are immune to language-dependent effects, unless their description says otherwise.

Creature Companions In Combat

Controlling a creature companion in combat requires focus and coordination. You can control only one creature at a time, giving it commands it follows to the best of its ability, and it must be within 20 feet of you. The actions a creature companion can take are severely limited; granting it other actions requires the Creature Companion Adept feat.

Actions: On each round you control your creature companion, after you act and only if you didn’t grant your creature companion any actions, it can take one move action (this does not require you to take an action). If a creature companion is able to take other actions (such as those you grant it using the Creature Companion Adept and related feats), it can take only the actions listed in the Creature Companion Actions sidebar, unless specified otherwise. However it’s controlled, each turn a creature companion can at most take a standard, move, and swift action, or take a full action. It can also take one reaction. A companion takes actions as soon as they are granted unless otherwise stated.

If you’re riding your creature companion as a mount, it may also have other options in combat (see Creature Companion Mounts).

Injury and Death: Creature companions don’t have Resolve Points or Stamina Points. Effects that would restore Stamina Points to a creature companion restore Hit Points instead.

When you spend a Resolve Point to recover Stamina Points during a 10-minute rest, your creature companion regains Hit Points up to half its total. When a creature companion is reduced to 0 Hit Points, it is knocked unconscious and begins dying. Three rounds after it was knocked out, it dies unless it is stabilized or regains at least 1 Hit Point.

Uncontrolled Creature Companions

If you become unconscious or otherwise unresponsive, or if your creature companion is ever out of range, your creature companion can’t take any actions except the following until you are again able to command it or it is once more within range. At the beginning of each of your turns, your creature companion attempts a DC 15 Will save. On a success, it takes a move action to move its speed toward you, unless it’s already adjacent to you, in which case it takes the total defense action. If it fails its save, it uses one move action to flee to the best of its ability, using any special abilities that help it do so.

Creature Companion Feats

Regardless of the way you gain a creature companion, granting your companion additional actions requires the Creature Companion Adept feat. You can become progressively better at working with your creature companion by taking subsequent creature companion feats.

You can use the creature companion feats listed here only with a creature companion whose level is no greater than your ranks in Survival.

Creature Companion Adept

You can grant your creature companion simple actions.

Prerequisite(s): Survival 1 rank.

Benefit(s): Once per round, you can take a standard action to grant your creature companion action a standard action, take a move action to grant it a move action, or take a swift action to grant it a swift action. Your creature companion can take a move action before or after the granted action. You can control your creature companion at a range of 30 feet.

Creature Companion Expert

Your control of your creature companion improves.

Prerequisite(s): Creature Companion Adept, Survival 4 ranks.

Benefit(s): Your creature companion can take one reaction per round. In addition, when you use the Creature Companion Adept feat, you can grant your companion a standard action by taking a move action instead of a standard action. Alternatively, you can take a move action and a swift action to grant your companion a full action; if you do, it can take no other actions. You can control your creature companion at a range of 50 feet.

Creature Companion Master

Your bond with your companion deepens, allowing it to anticipate your commands.

Prerequisite(s): Creature Companion Expert, Survival 10 ranks.

Benefit(s): Each round on your turn, after you act and only if you didn’t grant your creature companion any actions, your creature companion can either take a move action or standard action in addition to its normal move action, or forgo its normal move action and make a full attack. It takes a –6 penalty to full attacks made using this ability. You can control your creature companion at a range of 80 feet.

Creature Companion Virtuoso

Your creature companion can unleash its fury unbidden.

Prerequisite(s): Creature Companion Master, Survival 13 ranks.

Benefit(s): Each round on your turn, after you act and only if you didn’t grant your creature companion any actions, your creature companion can forgo its normal move action to make a full attack with a –4 penalty to its attacks. You can control your creature companion at a range of 120 feet.

Combat-Trained Mount

You work fluidly with your creature companion mount.

Prerequisite(s): Survival 1 rank.

Benefit(s): Your creature companion is a combat-trained mount, and you no longer need to attempt the fight from a combat-trained mount task of Survival when directing it in battle.

Mounted Expert

While mounted, you exhibit exceptional control over not just your creature companion but also yourself.

Prerequisite(s): Combat-Trained Mount, Survival 5 ranks.

Benefit(s): When you would be knocked prone while mounted, you still gain the prone condition, but you stay mounted. You can take the stand up action to lose the prone condition as normal.

Also, while you are mounted and able to take actions, your mount gains a +2 insight bonus to KAC against combat maneuvers.

Creature Companion Mounts

Your creature companion can carry you as a mount if it is at least one size category larger than you. Mounting your creature companion requires you to be adjacent to it and takes a move action. You can attempt a DC 20 Survival check to mount your companion as a swift action instead; failure wastes the swift action. If you are knocked prone while mounted, you fall off your mount. The GM might determine that you can use other creatures as mounts, possibly with a DC that’s 2–10 higher for Survival checks while mounted. Riding a creature without a saddle imparts a –5 penalty to your checks to ride.

Bulk: You can mount your creature companion as long as the total amount of bulk you’re carrying doesn’t exceed your carrying capacity. If you have the encumbered condition (or gain the overburdened condition) while mounted, your creature companion gains the same condition while you are riding it.

Combat: To use your creature companion as a mount during combat, you must either have the Combat-Trained Mount feat or succeed at a DC 20 Survival check to ride for each action you attempt to take (or have your creature companion take; see control mount in battle). The actions you can take while mounted are listed in the Actions while Mounted sidebar; these are in addition to the actions you can normally take. Further rules for the ride task of the Survival skill are referenced here).

Speed and Movement: While you’re riding your creature companion, your mount’s speeds replace your own speeds, and you use them in place of your own when moving your speed, including when using abilities that allow you to move your speed (such as the operative’s trick attack). When you use an action that includes movement, your mount uses the same action (even if it couldn’t normally take that action otherwise).

This counts as granting your creature companion an action.

If you can grant your mount additional actions (such as with a creature companion feat), it’s still limited to its maximum number of actions per turn (see Actions).

Space and Reach: If your mount is exactly one size larger than you, you treat its space as your space for the purpose of reach.

If your mount is more than one size larger than you, you must decide which square or squares of the mount’s space you occupy and calculate your reach normally. You choose this location when you mount the creature companion, and you can move 5 feet to a different space on your mount as a move action.

Creature Companion Actions

The following are the only actions a creature companion can take unless otherwise stated.

Standard Attack Fight defensively Total defense Move Crawl Guarded step Move your speed Stand up Swift Drop prone Full* Charge Fight defensively Full attack Run Withdraw Reaction* Attack of opportunity *These actions are available only if you have the appropriate creature companion feat.

Actions While Mounted

You can take the following actions while mounted; those with a listed DC require a successful Survival check to ride. These are in addition to the actions you can normally take. Your mount’s speeds replace your speeds, and you can’t crawl or drop prone while mounted.

Move Action Dismount Ride Swift Action Cover (DC 15) Fast dismount (DC 20) Fight with a combat-trained mount (DC 10) Reaction Soft fall (DC 15) Stay mounted (DC 5)

Move Actions

The following are move actions you can take while mounted.

Dismount: You dismount, moving into an empty space adjacent to your mount. This movement provokes attacks of opportunity as normal. This does not require a Survival check.

Ride: You move your speed using the mount’s speed (or one of its speeds, if it has more than one). This does not require a Survival check, but it does require you to use two hands, which you can’t use to hold or wield items unless you succeed at a Survival check to use the guide with knees action. As part of this move action, you can attempt to increase your mount’s speed using the spur mount action, or you can attempt to jump using the leap action. If you attempt the leap action, you use your Survival skill bonus to ride instead of your creature companion’s Athletics bonus.

Swift Actions

The following are swift actions you can take while mounted.

Cover (DC 15): As a swift action, you can drop to the side of your mount and gain cover.

Fast Dismount (DC 20): As a swift action, you can dismount from your mount. If you fail the check, the swift action is wasted and you do not dismount.

Fight from a Combat-Trained Mount (DC 10): If you and your mount are both able to attack in the same turn (if you have the Creature Companion Expert feat, for example), you must succeed at a Survival check to ride before either of you attempt to do so. If you fail this check, either you or mount can attack that turn, but not both.

Reactions

The following are reactions you can take while mounted.

Soft Fall (DC 15): If you are knocked prone, you can attempt a Survival check to ride to reduce the damage you take from the fall by 1d6.

Stay Mounted (DC 5): If you would fall off your mount for a reason other than being knocked prone, you can attempt a Survival check to ride to avoid falling off.

Creating Companions

During your travels through the galaxy, you may seek out a creature to accompany you. Use the Creature Companion Statistics table in conjunction with one of the stat blocks in the Creature Companions section to generate statistics for your creature companion.

At the GM’s discretion, you can work with them to create a custom creature companion. The GM should use the Creature Companion Statistics table for your companion’s basic statistics, and then give it at most one free special ability and one standard special ability as outlined for NPCs in Step 6: Special Abilities. The GM can also use the Companions section (see below) to get a sense of appropriate abilities.

Using the Creature Companion Statistics Table

Use the following information to determine your creature companion’s statistics. Use the statistics presented on the table without applying ability modifiers unless otherwise stated.

Level: Your creature companion’s statistics, and sometimes its abilities, are based on its level.

Price: This is the price in credits for a creature companion of the listed level. This might represent the cost of advanced training, basic supplies, food used to win the creature’s friendship, or licenses and vaccinations. The GM might waive the price for creatures you gained during adventures.

Hit Points: This is the creature’s Hit Point total. A creature companion doesn’t have Stamina Points or Resolve Points.

Attack Bonus: This is the total attack bonus for any of the creature’s melee or ranged attacks.

Damage: This is the damage the creature deals with its natural weapons. It adds its Strength modifier to this damage for melee attacks.

EAC and KAC: These are the creature companion’s Energy Armor Class and Kinetic Armor Class.

Good Save Bonus and Poor Save Bonus: These are the creature’s saving throw bonuses. Each creature companion lists which one of its saving throws uses the good bonus and which two use the poor bonus.

Ability Modifiers: These are the creature’s two highest ability modifiers, as determined by its specific stat block. Unless otherwise noted, its Intelligence modifier is –4 and its other ability modifiers are +0.

Skill Bonus: This is the total bonus for the creature’s skill checks. Unless otherwise noted, creature companions can attempt only Acrobatics, Athletics, Perception, and Stealth checks, and Survival skill checks to endure severe weather, follow tracks, live off the land, and orienteer.

Sample Companions

While animals are the most common type of creature companion, far stranger creatures have been known to form strong bonds with the innumerable adventurers of the galaxy.

The information below explains how to read a creature companion stat block.

Levels: These are the levels at which the creature companion is typically available. A creature companion can’t be obtained at a lower level than the lowest level listed here, and it generally is not available for sale above the highest level listed here (but its level can increase beyond this range; see Creature Companion Level).

Size, Type, and Subtypes: This is the companion’s size and type. If it has any subtypes, those are listed here.

Senses: All creature companions are assumed to have vision as a precise sense unless otherwise stated. Many have one or more additional senses, listed here.

Good Save: This is the creature companion’s best type of saving throw. This saving throw uses the Good Save Bonus progression on the Creature Companions Statistics table.

Poor Saves: These are the creature companion’s worst types of saving throws. This saving throw uses the Poor Save Bonus progression on the Creature Companions Statistics table.

Defensive Abilities and Weaknesses: The creature lists any defensive abilities, damage reduction (DR), immunities, resistances, or weaknesses that it has.

Speed: These are the creature’s speeds. If it has a fly speed, this entry lists whether it is an extraordinary or supernatural ability, and its maneuverability.

Melee Attack and Ranged Attack: This lists the creature companion’s primary melee or ranged attack, along with its damage type and additional effects. The damage amount depends on its level (and, for melee attacks, its Strength modifier), as given on the Creature Companions Statistics table.

Space and Reach: This is the creature’s space and reach.

Ability Modifiers: These are the creature companion’s two ability modifiers, listed from higher to lower. These use the ability modifier progression on the Creature Companions Statistics table.

Special Abilities: Any special abilities the creature companion has are listed here, along with their type (extraordinary, supernatural, or spell-like) and the minimum level at which the creature can use them, if applicable.

Table: Creature Companion Statistics
Level Price Hit Points Attack Bonus Damage EAC KAC Good Save Bonus Poor Save Bonus Ability Modifiers Skill Bonus
1 100 10 +2 1d4+1 11 14 +4 +1 +2, +1 +5
2 500 20 +3 1d4+2 12 15 +5 +1 +2, +1 +6
3 1,200 30 +4 1d4+3 13 16 +5 +2 +2, +1 +7
4 1,800 40 +5 1d4+4 15 18 +5 +2 +2, +1 +8
5 2,700 55 +6 1d4+5 16 19 +7 +3 +2, +1 +9
6 4,900 65 +7 1d6+6 17 20 +7 +3 +2, +1 +10
7 5,400 80 +9 1d8+7 19 22 +8 +4 +3, +2 +12
8 8,400 90 +10 1d12+8 20 23 +8 +4 +3, +2 +13
9 12,000 105 +11 3d4+9 21 24 +8 +4 +3, +2 +14
10 17,000 120 +13 2d8+10 23 26 +10 +5 +3, +2 +15
11 23,000 135 +14 2d10+11 23 26 +10 +6 +3, +2 +16
12 31,000 145 +14 2d12+12 24 27 +10 +6 +3, +2 +17
13 46,000 160 +16 6d4+13 26 29 +11 +6 +4, +3 +19
14 63,000 175 +17 6d6+14 27 30 +11 +6 +4, +3 +20
15 94,000 190 +18 5d8+15 28 31 +12 +8 +4, +3 +21
16 144,000 205 +19 6d8+16 30 33 +12 +8 +4, +3 +22
17 216,000 225 +20 8d6+17 31 34 +12 +8 +4, +3 +23
18 325,000 250 +21 8d8+18 32 35 +13 +8 +4, +3 +24
19 480,000 275 +23 9d8+19 34 37 +13 +9 +5, +4 +26
20 720,000 300 +23 13d6+20 35 38 +14 +9 +5, +4 +27

Draserka Levels 7-20

Often called “desert drakes,” draserkas are draconic creatures native to a place where the sun never sets, the earth is scorched, and the air is always superheated. These red drakes with blue wings are infamous for breathing balls of crackling electricity at foes, and they can fly at incredible speeds when they’ve built up their momentum.

Large dragon

Senses blindsense (vibration and scent) 60 ft., darkvision 60 ft., low-light vision
Good Save Fort; Poor Saves Ref, Will
Speed 30 ft., burrow 20 ft., fly 60 ft. (Ex, average)
Melee Attack bite (P)
Ranged Attack sandstorm breath (E)
Space 10 ft.; Reach 10 ft.
Ability Modifiers Str, Con

SPECIAL ABILITIES

Sandstorm Breath (Ex) Every 1d4 rounds, a draserka can breathe a ball of electrically charged sand as a ranged attack that targets EAC. This attack is a 60-foot cone and has the blast weapon special property.

Speed Surge (Ex) If you are mounted on your draserka companion and it takes two move actions to fly its speed, its fly speed increases to 70 feet for those actions.

Empathnid Levels 1-10

Originally discovered on a jungle planet, empathnids are available in a staggering array of colors and have become popular pets. The 8-inch spiders are most notable for their almost supernatural empathy for other creatures, and their venom has a stabilizing effect on most creatures.

Diminutive vermin

Senses blindsense (emotion) 60 ft., darkvision 60 ft.
Good Save Will; Poor Saves Fort, Ref
Speed 40 ft., climb 40 ft.
Melee Attack bite (P)
Space 1 ft.; Reach 0 ft.
Ability Modifiers Dex, Wis

SPECIAL ABILITIES

Moral Support (Ex) While your empathnid companion is sharing your space, you gain a +2 morale bonus to saving throws against emotion and pain effects.

Stabilizing Venom (Ex, 4th level) Once per day as a standard action, an empathnid can inject its venom into a dying creature in its space, automatically stabilizing that creature. If you are dying, your empathnid companion can use actions as though you were consciously directing it, but only to attempt to stabilize you.

Eshar Levels 10-20

Eshars are hulking, serpentine beasts from the expansive, sandy deserts of a tidally locked planet. They are used for battle, transportation, and even for sport, in an elaborate zone-capturing game that can last for days.

Huge animal

Senses blindsight (vibration) 60 ft., low-light vision
Good Save Fort; Poor Saves Ref, Will
Defensive Abilities ferocity; Resistances fire 5
Weaknesses vulnerable to cold Speed 30 ft.; burrow 60 ft.
Melee Attack tail (B)
Space 15 ft.; Reach 10 ft.
Ability Modifiers Con, Dex

SPECIAL ABILITIES

Lie in Wait (Ex) While mounted on your eshar companion, you can remain burrowed in sand or loose dirt for up to 1 hour, and if combat begins during this time, you gain a +4 circumstance bonus to any skill check (normally Perception or Stealth) to determine whether you act in a surprise round.

Screech (Ex) As a standard action, an eshar can unleash a terrifying screech, causing each creature within 30 feet to become shaken for 1d4 rounds unless it succeeds at a Will saving throw (DC = 10 + 1-1/2 × the eshar’s level). Regardless of whether a creature succeeds at this check, it is immune to that eshar’s screech for 24 hours. Eshars are immune to the screech ability of other eshars, and you are immune to the screech of your own eshar companion.

Pachycephalosaurid Levels 3-20

Pachycephalosaurids are bipedal dinosaurs with thick, domed skulls that can withstand incredible impacts—and be quite dangerous to creatures on the other end of their headbutts. A low center of gravity and wicked talons make pachycephalosaurids popular beasts of burden as well as combat-trained mounts.

Large animal Senses blindsense (scent) 60 ft., low-light vision
Good Save Fort; Poor Saves Ref, Will
Speed 40 ft.
Melee Attack talons (S) or headbutt (B)
Space 10 ft., Reach 10 ft.
Ability Modifiers Str, Con

SPECIAL ABILITIES

Body Slam (Ex) When you are mounted on your pachycephalosaurid companion and it takes the charge action, it doesn’t take the normal charge penalties to the attack roll or its AC, and it can attempt a bull rush combat maneuver at the end of its movement instead of its normal attack, with a +4 circumstance bonus to the bull rush attempt. The pachycephalosaurid can also add its Strength modifier to this bull rush attempt.

Headbutt (Ex, 7th level) When you are mounted on your pachycephalosaurid companion and a foe provokes an attack of opportunity from it, your companion can lower its powerful head and execute a headbutt as a reaction. This headbutt is a melee attack that targets the foe’s KAC and deals bludgeoning damage. If the headbutt hits, add twice your companion’s Strength modifier to the damage dealt (instead of just its Strength modifier).

Proog Levels 1-5

Proogs are highly active shape- and color-shifting oozes that enjoy mimicking small objects; they’re most commonly bred as novelty pets. Xenobiologists disagree on how the oozes manage to so accurately duplicate details like color and pattern without sight. Proogs tend to imprint on a single larger creature, and while naturally curious, they rarely stray farther from their owner than the range of their blindsight.

Tiny ooze Senses blindsight (life) 60 ft., sightless
Good Save Fort; Poor Saves Ref, Will
Defensive Abilities ooze immunities Speed 20 ft.
Melee Attack pseudopod (B)
Space 2-1/2 ft.; Reach 0 ft.
Ability Modifiers Con, Wis

SPECIAL ABILITIES

Convincing Accessory (Ex) While your proog companion is in your space and not moving, you gain a +2 circumstance bonus to Disguise checks if an inanimate object would help your disguise.

Mimic (Ex) A proog can look like any solid object of 1 bulk or less that it comes in contact with. It can’t imitate such an item’s function, moving parts, or the like. A creature that closely examines a mimicking proog can determine its true nature with a successful Perception check (DC = 15 + 1-1/2 × the proog’s level).

Shotalashu Levels 1-20

While shotalashus have served as the traditional mounts of lashuntas for millennia, many other species forge deep connections with the creatures—especially those with telepathic abilities.

Large magical beast

Senses darkvision 60 ft., low-light vision
Good Save Ref; Poor Saves Fort, Will
Speed 60 ft.
Melee Attack claws (S)
Space 10 ft.; Reach 5 ft.
Ability Modifiers Dex, Con

SPECIAL ABILITIES

Jungle Strider (Ex) Shotalashus are adept at traversing all forms of forest terrain. While in forest terrain, a shotalashu’s speed is not impeded by natural difficult terrain such as undergrowth.

Telepathic Companion (Su) If you have limited telepathy or telepathy, you can control your shotalashu companion in combat even if it can’t see or hear you, as long as it is within range of your telepathy.

Telepathic Link (Su) If you are a lashunta, you can spend 1 hour and attempt a Survival check (DC = 15 + 1-1/2 × the shotalashu’s level) to form a telepathic bond with your shotalashu companion. On a success, your link functions as telepathic bond with a permanent duration, and the shotalashu is considered a combat-trained mount when carrying or fighting alongside you. You can’t be linked to more than one shotalashu at a time, but you can break your link with one shotalashu in favor of another at any time. If either you or your linked shotalashu dies while bonded, the surviving creature suffers telepathic backlash, becoming dazed for 1 round and taking 3d6 damage. If you are not a lashunta but have limited telepathy or telepathy and speak Lashunta, you can also attempt to forge this telepathic bond, but you take a –5 penalty to the Survival checks to do so.

Tashtari Levels 4-20

Nicknamed “laser wolves,” tashtaris (Alien Archive 2 124) are covered in a twinkling phosphorescent coat that they can use to communicate and power their muzzle beams. Domesticated tashtaris are less dangerous than their wild counterparts, but they can still be potent threats on the battlefield.

Medium magical beast

Senses darkvision 60 ft., low-light vision
Good Save Ref; Poor Saves Fort, Will
Resistances fire 5
Speed 30 ft., climb 30 ft.
Melee Attack bite (P)
Ranged Attack muzzle beam (F; critical burn 1d4)
Space 5 ft.; Reach 5 ft.
Ability Modifiers Dex, Str

SPECIAL ABILITIES

Diverting Coat (Ex) If your tashtari companion is within 30 feet of you at the beginning of your turn, you can attempt a new saving throw against any fascination effects currently affecting you without taking an action. If the new saving throw is successful, the fascination effect ends. This has no effect on abilities that do not allow saving throws.

Muzzle Beam (Ex, 7th level) Every 1d4 rounds, a tashtari can unleash a focused ray of light as a ranged attack that targets EAC. This ray has a range increment of 80 feet and the burn critical hit effect.

Thakasa Levels 13-20

Thakasas are close evolutionary relatives of shotalashus. Long before the Gap, they were the chosen mount of an aerial cavalry, but with the proliferation of flying vehicles, they have become much rarer.

Large magical beast

Senses darkvision 60 ft., low-light vision
Good Save Ref; Poor Saves Fort, Will
Speed 30 ft., fly 60 ft. (Ex, average)
Melee Attack talons (P)
Space 10 ft.; Reach 5 ft.
Ability Modifiers Dex, Str

SPECIAL ABILITIES

Death Dive (Ex) If your thakasa companion is flying at the start of your turn, it can take the charge full action using its fly speed, provided that at least 10 feet of its movement is in a downward direction.

Midair Rescue (Ex) If you fall off your thakasa companion while at least 30 feet above the ground, it automatically dives to catch you as a reaction, if able. If it catches you, you are mounted but gain the prone condition. You can use the stand up move action to lose the prone condition.

Vorac Levels 5-12

Voracs are eyeless, six-winged, crow-like creatures common to forested areas on some moons. They travel in large flocks in the wild, singing low and haunting songs punctuated by the crackling of raw magical energy.

Tiny magical beast

Senses blindsight (thought) 60 ft.; sightless
Good Save Will; Poor Saves Fort, Ref
Speed 10 ft.; fly 30 ft. (Ex, perfect)
Melee Attack talon (S)
Space 2-1/2 ft.; Reach 0 ft.
Ability Modifiers Wis, Cha

SPECIAL ABILITIES

Magical Transference (Sp) Once per day while you have line of effect and line of sight to your vorac companion and it is within 30 feet of you and in an empty square, you can cast a spell as though you were in the vorac’s space instead of your own.

Spellcaster’s Apprentice (Su) While your vorac companion is adjacent to or sharing your space, you gain a +2 enhancement bonus to Mysticism checks to disable a magic device and to identify and repair magic or hybrid items.

Wolliped Levels 3-20

Wollipeds are common mounts in cold environs and have long served as war mounts. See page 134 for more information about wollipeds.

Large animal

Senses blindsense (scent) 60 ft., low-light vision
Good Save Fort; Poor Saves Ref, Will
Speed 50 ft.; snow stride Melee Attack gore (P; critical knockdown)
Space 10 ft.; Reach 5 ft.
Ability Modifiers Str, Dex

SPECIAL ABILITIES

Snow Stride (Ex) A wolliped treats heavy snow as difficult terrain, and snow as normal terrain.

Spit (Ex, 9th level) Once per hour as a standard action, a wolliped can regurgitate, spitting this vomit as a ranged attack (targeting EAC) at a target within 10 feet. On a hit, the target must succeed at a Fortitude save (DC = 10 + half the wolliped’s level + the wolliped’s Strength modifier) or be sickened for 1d4 rounds.

Warming Presence (Ex) While mounted on or adjacent to your wolliped companion, you treat severe cold as cold and extreme cold as severe cold.

Yasakaja Levels 1-20

Yasakajas are furred quadrupeds with four eyes, a fox-like tail, and enormous, insectile mandibles. Yasakajas are known for being sturdy mounts with great endurance and superb mobility.

Large animal

Senses blindsense (vibration) 60 ft.
Good Save Ref; Poor Saves Fort, Will
Speed 50 ft., climb 30 ft.
Melee Attack mandibles (P; critical corrode)
Space 5 ft., Reach 5 ft.
Ability Modifiers Dex, Str

SPECIAL ABILITIES

Agile Mount (Ex) While mounted on your yasakaja companion, reduce the DC of Survival checks to fast mount or dismount, leap, or spur mount by an amount equal to the yasakaja’s level (to a minimum of 0).

Mandibles (Ex, 5th level) When a yasakaja scores a critical hit against a living creature with its mandibles attack, the naturally occurring acid in its saliva seeps into the wound, imposing the corrode (1d4) critical hit effect. A 10th- to 14th-level yasakaja’s corrode deals 2d4 damage, and a 15th-level or higher yasakaja’s corrode deals 4d4 damage. This is a poison effect.

Creature Companion Equipment

Most creature companions can’t use standard equipment, including weapons, armor, augmentations, and so forth. The following equipment is widely available and designed specifically for use with creature companions, accommodating virtually every kind and size of creature.

Most adventurers purchase an environmental field collar to protect their companion from any hazards—expected or otherwise.

Section 15: Copyright Notice

Starfinder Alien Archive 3 © 2019, Paizo Inc.; Authors: Saif Ansari, Kate Baker, John Compton, Adam Daigle, Katina Davis, Eleanor Ferron, Crystal Frasier, Leo Glass, Sasha Lindley Hall, Amanda Hamon, Thurston Hillman, James Jacobs, Jenny Jarzabski, Virginia Jordan, Jason Keeley, Natalie Kertzner, Luis Loza, Lyz Liddell, Ron Lundeen, Crystal Malarsky, Robert G. McCreary, Hilary Moon Murphy, Adrian Ng, Joe Pasini, Lacy Pellazar, Samantha Phelan, Jessica Redekop, Simone D. Sallé, Michael Sayre, Owen K.C. Stephens, James L. Sutter, Jason Tondro, Diego Valdez, and Linda Zayas-Palmer.