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Plant Companion

You relate better to flora than fauna, and have a plant creature as a companion instead of an animal.

Prerequisites: Knowledge (nature) 1 ranks, ability to cast detect animals or plants, ability to gain an animal companion (as per the Nature Bond or Hunter's Bond abilities).

Benefit: You are able to select a companion from the Plant Choices list below. This creature follows the normal rules for animal companions, with the following modifications:

Plant Choices

Assassin Vine

Starting Statistics: Size Medium; Speed 5 ft.; AC +2 natural armor; Attack slam (1d6); Ability Scores Str 11, Dex 11, Con 11, Int —, Wis 13, Cha 9; Special Attacks grab, constrict (1d6); Special Qualities camouflage, low-light vision, resist cold 10, electricity 10, fire 10.

4th-Level Advancement: Size Large; AC +4 natural armor; Attack slam (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Attacks entangle; Special Qualities blindsight, immune electricity.

Shambling Mound

Starting statistics: Size Medium; Speed 20 ft., swim 20 ft.; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str 10, Dex 9, Con 13, Int 7, Wis 10, Cha 9; Special Qualities darkvision 60 ft., low-light vision, resist fire 10, immune electricity, electric fortitude.

4th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams (2d6); Ability Scores Str +8, Dex -2, Con +4; Special Attacks constrict (2d6), grab.

Treant

Starting Statistics: Size Medium; Speed 30 ft.; AC +2 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 6, Con 15, Int 12, Wis 16, Cha 13; Special Qualities low-light vision, DR 5/slashing, treespeech; Weaknesses vulnerability to fire; Skills +16 Stealth in forests.

7th-Level Advancement: Size Large; AC +4 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex -2, Con +4; Special Qualities double damage against objects, DR 10/slashing.

Vegepygmy

Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural armor; Attack 2 claws (1d4); Ability Scores Str 11, Dex 14, Con 12, Int 8*, Wis 11, Cha 11; Special Qualities darkvision 60 ft., low-light vision, DR 5/slashing or bludgeoning, electricity resist 10; Skills +4 Stealth (+12 in vegetation).

7th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks russet mold spores (as vegepygmy chieftain); Special Qualities Immune electricity.