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ANIMAL COMPANIONS

Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.

Click here to see full rules on Animal Companions

The species of animal you choose is called your companion’s type. Each companion type has its own statistics. The Size entry indicates your companion’s starting size as a young animal companion. Following the size entry are the companion’s unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion’s ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion’s special senses. The Speed entry gives your companion’s Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special benefit you gain by Commanding the Animal to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion.

Support

Requirements The creature is an animal companion.

Your Animal Companion supports you. You gain the benefits listed in the companion type's Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can't Support you.


Source Core Rulebook pg. 215 2.0

Ape

Your companion is an Ape or other primate.

Size: Small
Melee fist, Damage 1d8 bludgeoning Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha 0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes frightened 1.
Advanced Maneuver

Frightning Display

Your Ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While Frightened by this ability, the target is Flat-Footed to your ape.


Source Advanced Player's Guide pg. 144

Source: Advanced Player's Guide pg. 144

Arboreal Sapling

Uncommon


Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An Arboreal Sapling has the plant trait instead of the animal trait, but it otherwise functions normally as an Animal Companion. They are typically only selected by Animal Order druids who are also members of the Leaf Order.

Size: Small
Melee branch, Damage 1d8 bludgeoning Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha 0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 25 feet
Support Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver

Throw Rock

The Arboreal Sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet.


Source Advanced Player's Guide pg. 144

Source: Advanced Player's Guide pg. 144

Badger

Your companion is a Badger, wolverine, or other big mustelid.

Size: Small
Melee jaws Damage 1d8 piercing
Melee claw (Agile), Damage 1d8 bludgeoning Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha 0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 25 feet, burrow 10 feet, climb 10 feet
Support Benefit Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Advanced Maneuver

Badger Rage

Concentrate Emotion Mental


Requirements The Badger isn't Fatigued or Raging.

The Badger enters a state of pure Rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls Unconscious, whichever comes first. It can't voluntarily stop Raging. While raging, the Badger is affected in the following ways.


  • It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
  • It takes a '1 penalty to AC.
  • It can't use actions that have the concentrate trait unless they also have the Rage trait. The Animal Companion can Seek even while raging.

After it has stopped raging, it can't use Badger Rage again for 1 minute.


Source Core Rulebook pg. 215 2.0

Source: Core Rulebook pg. 215

Bat

Your companion is a particularly large Bat, such as a Giant Bat.

Size: Small
Melee jaws (Finesse), Damage 1d6 piercing
Melee wing (Agile, Finesse), Damage 1d4 slashing Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Stealth
Senses echolocation 20 feet (the bat can use hearing as a precise sense within this range), low-light vision
Speed 15 feet, fly 30 feet
Support Benefit Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with Strikes take a -1 circumstance penalty to their attack rolls.
Advanced Maneuver

Wing Thrash

The Bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.


Source Advanced Player's Guide pg. 144

Source: Advanced Player's Guide pg. 144

Bear

Your companion is a black, grizzly, polar, or other type of Bear.

Size: Small
Melee jaws Damage 1d8 piercing
Melee claw (Agile), Damage 1d6 slashing Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha 0
Hit Points 8
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver

Bear Hug

Requirements The Bear's last action was a successful claw Strike.

The Bear makes another claw Strike against the same target. If this Strike hits, the target is also Grabbed, as if the bear had successfully Grappled the target.


Source Core Rulebook pg. 215 2.0

Source: Core Rulebook pg. 215

Bird

Your companion is a Bird of prey, such as an eagle, hawk, or owl.

Size: Small
Melee jaws (Finesse), Damage 1d6 piercing
Melee talon (Agile, Finesse), Damage 1d4 slashing Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha 0
Hit Points 4
Skill Stealth
Senses low-light vision
Speed 10 feet, fly 60 feet
Support Benefit The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4persistentbleed damage, and the target isdazzleduntil it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Advanced Maneuver

Flyby Attack

The Bird Flies and makes a talon Strike at any point along the way.


Source Core Rulebook pg. 215 2.0

Source: Core Rulebook pg. 215

Boar

Your companion is a Boar or pig.

Size: Small
Melee tusk Damage 1d8 piercing Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha 0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet
Speed 35 feet
Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar's reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver

Boar Charge

The Boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.


Source Advanced Player's Guide pg. 144

Source: Advanced Player's Guide pg. 144

Camel

Your companion is a Camel or llama

Size: Medium or Large
Melee jaws Damage 1d6 piercing Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha 0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe isdazzledfor 1 round.
Advanced Maneuver

Sand Stride

Move


The Camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.


Source Pathfinder #149: Against the Scarlet Triad pg. 80

Source: Pathfinder #149: Against the Scarlet Triad pg. 80

Cat

Your companion is a big Cat, such as a leopard or tiger.

Size: Small
Melee jaws (Finesse), Damage 1d6 piercing
Melee claw (Agile, Finesse), Damage 1d4 slashing Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha 0
Hit Points 4
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special Your Cat deals 1d4 extra precision damage against Flat-Footed targets.
Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature that your cat threatens make the targetflat-footeduntil the end of your next turn.
Advanced Maneuver

Cat Pounce

Flourish


The Cat Strides and then Strikes. If it was Undetected at the start of its Cat Pounce, it remains undetected until after the attack.


Source Core Rulebook pg. 215 2.0

Source: Core Rulebook pg. 215

Cave Gecko

Uncommon


Your companion is a sticky-footed lizard like a gecko or anole.

Size: Small
Melee jaws (Finesse), Damage 1d6 piercing Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha 0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise) 30 feet
Speed 25 feet, climb 25 feet
Support Benefit Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to Disarm, Shove, or Trip an opponent and roll a critical failure, you get a failure instead.
Advanced Maneuver

Tongue Pull

Attack


The Cave Gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also Grabbed until the beginning of your next turn.


Source Pathfinder #154: Siege of the Dinosaurs pg. 73

Source: Pathfinder #154: Siege of the Dinosaurs pg. 73

Cave Pterosaur

Uncommon


Your companion is a flying prehistoric creature, such as a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the ground.

Size: Small
Melee beak (Finesse), Damage 1d6 piercing
Melee talon (Agile, Finesse), Damage 1d4 slashing Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha 0
Hit Points 4
Skill Thievery
Senses darkvision
Speed 10 feet, fly 60 feet
Support Benefit Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.
Advanced Maneuver

Pterosaur Swoop

The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.


Source Pathfinder #154: Siege of the Dinosaurs pg. 74

Source: Pathfinder #154: Siege of the Dinosaurs pg. 74

Crocodile

Your companion is a Crocodile or a similar crocodilian reptile, such as an alligator or caiman.

Size: Small
Melee jaws Damage 1d8 piercing
Melee tail (Finesse), Damage 1d6 piercing Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Stealth
Senses low-light vision
Speed 20 feet, swim 25 feet
Special The Crocodile can hold its breath for about 2 hours.
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a -10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on.
Advanced Maneuver

Death Roll

Requirements The Crocodile has a creature Grabbed.

The Crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the Grabbed creature. If it hits, it also knocks the creature Prone. If it misses, it releases the creature.


Source Advanced Player's Guide pg. 145

Source: Advanced Player's Guide pg. 145

Dromaeosaur

Your companion is a Dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.

Size: Small
Melee jaws (Finesse), Damage 1d6 piercing
Melee talon (Agile, Finesse), Damage 1d4 slashing Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 50 feet
Support Benefit Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion areflanking; you can choose a different space for each of your attacks).
Advanced Maneuver

Darting Attack

Flourish


The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.


Source Core Rulebook pg. 216 2.0

Source: Core Rulebook pg. 216

Horse

Your companion is a Horse, pony, or similar equine.

Size: Medium or Large
Melee hoof (Agile), Damage 1d6 bludgeoning Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha 0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Special mount
Support Benefit Your horse adds momentum to your charge. Until the start of your next turn, if you moved at least 10 feet on the action before your attack, add a circumstance bonus to damage to that attack equal to twice the number of damage dice. If your weapon already has thejoustingweapon trait, increase the trait's damage bonus by 2 per die instead.
Advanced Maneuver

Gallop

Move


The Horse Strides twice at a +10-foot circumstance bonus to Speed.


Source Core Rulebook pg. 216 2.0

Source: Core Rulebook pg. 216

Hyena

Your companion is a Hyena

Size: Small
Melee jaws (Finesse), Damage 1d8 piercing Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena's reach with a Strike, the creature becomesfrightened 1.
Advanced Maneuver

Gnaw

Requirements The Animal Companion's last action was a successful jaws Strike.

The Strike's target takes 1d6 persistent bleed damage and takes a -10-foot status penalty to its Speed until it removes the bleed damage. If the Hyena is a specialized Animal Companion, the persistent bleed damage increases to 2d6.


Source Pathfinder #149: Against the Scarlet Triad pg. 80

Source: Pathfinder #149: Against the Scarlet Triad pg. 80

Monitor Lizard

Uncommon


Your companion is a stocky-limbed lizard with a long, almost serpentine body.

Size: Medium or Large
Melee jaws Damage 1d8 piercing Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha 0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet
Speed 30 feet
Special mount
Support Benefit The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your Strike damages a foe, any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.
Advanced Maneuver

Lurching Rush

The Monitor Lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.


Source Pathfinder #154: Siege of the Dinosaurs pg. 74

Source: Pathfinder #154: Siege of the Dinosaurs pg. 73

Riding Drake

Uncommon


Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A Riding Drake has the dragon trait instead of the animal trait, but it otherwise functions normally as an Animal Companion.

Size: Large
Melee jaws Damage 1d8 piercing
Melee tail Damage 1d6 bludgeoning Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha +2
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 45 feet
Special mount
Support Benefit Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake's reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver

Breath Weapon

Frequency once per hour

The Riding Drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.


Source Advanced Player's Guide pg. 145

Source: Advanced Player's Guide pg. 145

Scorpion

Your companion is one of the various species of Giant Scorpion.

Size: Small
Melee stinger Damage 1d6 piercing plus poison
Melee jaws (Agile), Damage 1d6 slashing Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Stealth
Senses darkvision
Speed 30 feet
Special The Scorpion's stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.
Support Benefit Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion's reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Advanced Maneuver

Grab and Snatch

The Scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes Grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.


Source Advanced Player's Guide pg. 145

Source: Advanced Player's Guide pg. 145

Shark

Your companion is a Shark of any kind, such as a hammerhead, great white, or jigsaw shark.

Size: Small
Melee jaws Damage 1d8 piercing Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Stealth
Senses blood scent, scent (imprecise, 60 feet)
Speed swim 40 feet
Special The Shark has the aquatic trait. Its blood Scent enables it to smell blood in the water from up to 1 mile away.
Support Benefit When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver

Shred

Requirements The Shark hit with a jaws Strike on its most recent action this turn.

The Shark viciously rips into the wound, dealing additional damage. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).


Source Advanced Player's Guide pg. 145

Source: Advanced Player's Guide pg. 145

Snake

Your companion is a constrictor Snake, such as a boa or python.

Size: Small
Melee jaws (Finesse), Damage 1d8 piercing Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 20 feet, climb 20 feet, swim 20 feet
Support Benefit Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.
Advanced Maneuver

Constrict

Requirements The Snake has a smaller creature Grabbed.

The Snake deals 12 bludgeoning damage to the Grabbed creature; the creature must attempt a basic Fortitude save. If the snake is a specialized Animal Companion, increase this damage to 20.


Source Core Rulebook pg. 216 2.0

Source: Core Rulebook pg. 216

Vulture

Your companion is a Vulture, condor, or other large scavenging Bird.

Size: Small
Melee jaws (Finesse), Damage 1d8 piercing Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha 0
Hit Points 6
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 10 feet, fly 45 feet
Special Your Vulture gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead.\
Support Benefit The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or becomesickened 1(sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a specialized animal companion) + your level + the vulture's Constitution modifier.
Advanced Maneuver

Feats of the Fallen

Healing Manipulate


Frequency once per hour
Trigger A creature adjacent to the Vulture is reduced to 0 Hit Points

The Vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized Animal Companion, increase the Hit Points regained to 30.


Source Pathfinder #149: Against the Scarlet Triad pg. 80

Source: Pathfinder #149: Against the Scarlet Triad pg. 80

Wolf

Your companion is a Wolf or other canine creature, such as a dog.

Size: Small
Melee jaws (Finesse), Damage 1d8 piercing Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha 0
Hit Points 6
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a -5-foot status penalty to its Speeds for 1 minute (-10 on a critical success).
Advanced Maneuver

Knockdown

Requirements The Animal Companion's last action was a successful jaws Strike.

The Wolf automatically knocks the target of its jaws Strike Prone.


Source Core Rulebook pg. 216 2.0

Source: Core Rulebook pg. 216

Specialized animal companions are more intelligent and engage in more complex behaviors. The first time an animal gains a specialization, it gains the following: Its proficiency rank for unarmed attacks increases to expert. Its proficiency ranks for saving throws and Perception increase to master. Increase its Dexterity modifier by 1 and its Intelligence modifier by 2. Its unarmed attack damage increases from two dice to three dice, and it increases its additional damage with unarmed attacks from 2 to 4 or from 3 to 6.

Each specialization grants additional benefits. Most animal companions can have only one specialization.

Ambusher

In your companion's natural environment, it can use a Sneak action even if it's currently Observed. Its proficiency rank in Stealth increases to expert (or master if it was already an expert from its type), and its Dexterity modifier increases by 1. Its proficiency rank for unarmored defense increases to expert, or master if it's nimble.


Source: Core Rulebook pg. 217 2.0

Bully

Your companion terrorizes foes with dominance displays and pushes them around the battlefield. Its proficiency ranks for Athletics and Intimidation increase to expert (or master if it was already expert from its type), its Strength modifier increases by 1, and its Charisma modifier increases by 3.


Source: Core Rulebook pg. 217 2.0

Daredevil

Your companion joins the fray with graceful leaps and dives. It gains the deny advantage ability, so it isn't Flat-Footed to Hidden, Undetected, or flanking creatures unless such a creature's level is greater than yours. Its proficiency rank in Acrobatics increases to master, and its Dexterity modifier increases by 1. Its proficiency rank in unarmored defense increases to expert, or master if it's nimble.


Source: Core Rulebook pg. 217 2.0

Deep Diver

Your companion gains a swim Speed of 30 feet or a +10-foot status bonus to its existing swim Speed and can breathe underwater if it couldn't already. Its Constitution modifier increases by 1. Its proficiency rank for Athletics increases to master and for barding increases to expert. This specialization can only be selected by marid-touched companions.


Source: Legends pg. 123

Racer

Your companion races. It gains a +10-foot status bonus to its Speed, swim Speed, or fly Speed (your choice). Its proficiency in Fortitude saves increases to legendary, and its Constitution modifier increases by 1.


Source: Core Rulebook pg. 217 2.0

Steadfast Strider

Your companion ignores natural difficult terrain and greater difficult terrain from sediment or stone and can move across quicksand, mud, and similar surfaces as if they were solid. It gains a +2 status bonus to saving throws and DCs to prevent being Shoved or Tripped. Its Strength modifier increases by 1 and its proficiency for barding increases to expert. This specialization can only be selected by shaitan-touched companions.


Source: Legends pg. 123

Tracker

Your companion is an incredible tracker. It can move at full Speed while following tracks. Its proficiency rank in Survival increases to expert (or master if it was already an expert from its type), and its Wisdom modifier increases by 1.


Source: Core Rulebook pg. 217 2.0

Wildfire Scorcher

Your companion gains resistance to fire equal to your level. Any creature that attempts to Grapple or Grab your companion, hits your companion with a melee unarmed attack, or hits your companion with a melee weapon Strike while adjacent to your companion takes 2d6 fire damage. Its Dexterity modifier increases by 1 and its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by efreeti-touched companions.


Source: Legends pg. 123

Wind Chaser

Your companion gains a +20-foot status bonus to its Speed or fly Speed (your choice if it has both). Its proficiency in Acrobatics increases to master and its Dexterity modifier increases by 1. Its proficiency rank increases to legendary for Reflex saves and to expert for unarmored defense. This specialization can only be selected by djinni-touched companions.


Source: Legends pg. 123

Wrecker

Your companion smashes things. Its unarmed attacks ignore half an object's Hardness. Its Athletics proficiency increases to master, and its Strength modifier increases by 1.


Source: Core Rulebook pg. 217 2.0

Feats such as Incredible Companion allow a way to advance a mature animal companion. Below are the options available.

Genie-Touched

Rare


Xerbystes II has had his palace spellcasters work to develop ways to replicate the great powers of the genie-touched horses of Qadira. These spellcasters have a rudimentary method in place that can grant such power to any Animal Companion, infusing them with elemental power and granting them otherworldly insight. Xerbystes will sometimes gift these companions as a favor to others or have his spellcasters infuse the companions of trusted allies.

If you take a feat that would normally allow you to choose to have a savage or nimble animal companion, you can instead choose to for it to become a genie-touched companion. When you choose the feat, select the type of genie whose power infuses your companion. The genies and their elemental traits are as follows: djinni (air), efreeti (fire), marid (water), or shaitan (earth). A genie-touched companion increases its Wisdom modifier by 2 and its Strength, Dexterity, and Constitution modifiers by 1. It deals 3 additional damage with its unarmed attacks; this damage is fire damage for an efreet-touched companion or of the same type as the unarmed attack for the others. It gains resistance 5 to damage of a type depending on the genie: acid for djinni, fire for efreeti or marid, and electricity for shaitan. If the companion is djinni-touched or efreeti-touched, increase its proficiency rank in Acrobatics to expert; if it is marid-touched or shaitan-touched, increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. Its attacks count as magical for the purpose of ignoring resistances and gain the genie's elemental trait.


Source: Legends pg. 123

Indomitable

Megafauna Animal Companions are mostly similar to other animal companions of the same category, though they look different, and they have one difference in their upgrade path. If you take a feat that would normally allow you to choose to have your companion become a savage or nimble animal companion, a megafauna companion instead can choose to become a savage or indomitable companion. An indomitable companion increases its Constitution modifier by 2 and its Strength, Dexterity, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert and its proficiency rank in barding to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows in size by one category. Its attacks count as magical for the purpose of ignoring resistances.


Source: World Guide pg. 117

Nimble

To advance a mature Animal Companion to a nimble animal companion, increase its Dexterity modifier by 2 and its Strength, Constitution, and Wisdom modifiers by 1. It deals 2 additional damage with its unarmed attacks. Increase its proficiency ranks in Acrobatics and unarmored defense to expert. It also learns the advanced maneuver for its type. Its attacks become magical for the purpose of ignoring resistances.


Source: Core Rulebook pg. 214 2.0

Savage

To advance a mature Animal Companion to a savage animal companion, increase its Strength modifier by 2 and its Dexterity, Constitution, and Wisdom modifiers by 1. It deals 3 additional damage with its unarmed attacks. Increase its proficiency rank in Athletics to expert. It also learns the advanced maneuver for its type. If your companion is Medium or smaller, it grows by one size. Its attacks become magical for the purpose of ignoring resistances.


Source: Core Rulebook pg. 214 2.0