Monster Companions in Occidentia | World Anvil
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Monster Companions

The following creatures can be chosen as animal companions or mounts by a character with the Monstrous Mount feat. Their entries and advancement are the same as for animal companions, with two exceptions. First, most creatures with an Intelligence score of 3 or higher has one or more additional prerequisites the character must meet to choose the mount. Second, each mount has a mastery ability that it can use only if the character it is bonded to has the Monstrous Mount Mastery feat. The minimum level to gain this feat is listed in parentheses.

Basan

An enormous chicken native to Leng who hunts and devours the isle's plentiful undead, particularly the ectoplasmic flesh of ghosts. Its breath carries a blue white fire which only burns the undead, leaving living and non-living matter unharmed.
Prerequisite(s): Perception 5 ranks.

Starting Statistics

Size Small; Speed 40 ft.; AC +1 natural armor; Attack 2 claws (1d4) ; Ability Scores Str 13, Dex 16, Con 12, Int 5, Wis 13, Cha 11; Languages Common (cannot speak) ; Special Attacks Ghost Fire; Special Qualities low-light vision.

4th-Level Advancement

Size Medium; Speed 60 ft.; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6) ; Ability Scores Str +4, Con +2; Special Attacks Cause Fear at will. This ability is caused by eerie rustling sound

Ghost Fire

The basan breathes a ghost-fire from its mouth with a brilliant red hue. This is a cold fire that allows them to create a 60 ft radius of bright light. Additionally this fire deals 2d6 divine damage each round to any undead or outsider within the area of the fire on the basan's turn.

Mastery (7th Level)

The basan can use a vanish as a spell-like ability once every minute. It must be observed to use this ability.

Bixi

A race of enormous turtles whose ancestors were elevated to the status of draconic beings by Indigo Emperor so that they could carry stone pillars bearing his imperial edicts. Since that time the emperors of Daqin have lost much of their divine authority, but the bixi remain stable and ready to carry further heavenly edicts.

Starting Statistics

Size Large; Speed 10 ft., swim 40 ft.; AC +6 natural armor; Attack bite (1d4) ; Ability Scores Str 18, Dex 8, Con 18, Int 6, Wis 15, Cha 11; Languages Celestial, Common, Draconic; Special Qualities low-light vision, Bearer of the Heavens, Bouyancy as a constant spell-like ability.

7th-Level Advancement

AC +8 natural; Attack bite (1d6) ; Ability Scores Str +4, Con +4; Bonus Feat Great Fortitude

Bearer of the Heavens

A bixi is always considered to be stable ground for the purposes of traversal or actions taken while riding it. Riders never have to take concentration checks or take penalties to actions (such as mounted archery) for riding the bixi. Even if that bixi is swimming or flying.

Mastery (7th Level)

The bixi's creature type becomes dragon. Recalculate all saves to be good, increase BAB to full, and change hitdice to d12s.

Black Tortoise

In strange circumstances a large river turtle and serpent can become entangled, merging into a single being both bodily and spiritually. Such beings are tamed and turned into powerful guardians by the druids and water shugenja of Daqin.

Starting Statistics

Size Large; Speed 20 ft., swim 20 ft.; AC +8 natural armor; Attack bite (1d6), bite (1d4 plus poison [frequency 1 round (6), effect 1 con damage, cure 1 save, con-based DC]) ;Ability Scores Str 18, Dex 8, Con 18, Int 3, Wis 15, Cha 11; Languages Celestial, Common, Draconic; Special Qualities low-light vision, Ferocity.

7th-Level Advancement

AC +10 natural; Attack bite (1d8 plus grab), bit (1d6 plus poison frequency 1 round (6), effect 1d4 con damage, cure 1 save, con-based DC]) ; Ability Scores Str +4, Con +4; Bonus Feats Endurance, Steadfast Determination

Mastery (7th Level)

The black tortoise's heads are able to work in true harmony. It gains all around vision and can roll a second saving throw whenever is makes a will save and take the better of the two results.

Fenghuang

A great multicolored pheasant-like bird with command over fire and the ability to sense evil. The Fenghuang is symbol of a realm at peace and as such is very rare in modern Occidentia, only accompanying great heroes capable of bringing an end to conflict.

Starting Statistics

Size Medium; Speed 10 ft., fly 60 ft. (average) ; AC +2 natural armor; Attack 2 talons (1d4 +1d6 fire damage) ; Ability Scores Str 12, Dex 17, Con 13, Int 10, Wis 13, Cha 6; Languages Auran, Celestial, Common (cannot speak) ; Special Qualities low-light vision; Spell-like Abilities Constant detect evil

7th-Level Advancement

Size Large; Speed fly 80 ft. (good) ; AC +2 natural armor; Attack 2 talons (1d6 +1d8 fire damage) ; Ability Scores Str +8, Con +4; Special Attacks rend (2 talons, 1d8 fire damage) ; Racial Skill Modifiers +4 Perception; Spell-like Abilities Quench at-will

Mastery (7th Level)

Fire Shield as a constant spell-like ability, with a caster level equal to its hit dice.

Imperial Lion

All lions are beings of enormous physical power, but those that live in the Daqese crownlands are a physical embodiment of animal majesty and power. Their teeth are always visibly bared like a dragon's, their intense eyes bulge from their head, and their hairs naturally form ordered manes. Descended from creatures of the spiritual realm they are able to impose order and justice on supernatural beings. They follow only the most noble and upright of mortal men.
Prerequisite(s): Alignment within one step of lawful neutral.

Starting Statistics

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6), 2 claws (1d4) ; Ability Scores Str 15, Dex 17, Con 13, Int 5, Wis 15, Cha 10; Languages Celestial (cannot speak) ; Special Attacks rake (1d4) ; Special Qualities DR 2/bludgeoning, low-light vision, scent.

7th-Level Advancement

Size Large; AC +4 natural armor; Attack bite (1d8), 2 claws (1d6) ; Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6) ; Special Qualities DR 5/bludgeoning.

Mastery (7th Level)

Gains Protection from Evil as a constant spell-like ability, with a caster level equal to its hit dice.

Leucrotta

Leucrotta are magical creatures formed from a mix of wolf, stag, and hyena. In place of teeth they possess a single sharpened bone ridge on each jaw which saws into its victims flesh after grabbing hold. They also possess the gift of speech, using it to lure and devour unsuspecting humans. However they possess a great respect for human trickery and can be pressed into service after a battle of wits.
Prerequisite(s): Bluff 5 ranks.

Starting Statistics

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d8 plus trip), 2 hooves (1d4)*; Ability Scores Str 13, Dex 15, Con 15, Int 11, Wis 12, Cha 6; Languages Common (speaks with a high voice, that sounds like a child or young woman) Racial Skill Modifiers +4 Bluff; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (2d6 plus 1d6 bleed plus trip), 2 hooves (1d6)*; Ability Scores Str +8, Dex –2, Con +4. Special Attacks Powerful Bite

Powerful Bite

A leucrotta’s bite attack always applies 1-1/2 times its Strength modifier on damage rolls and threatens a critical hit on a roll of 19–20. When a leucrotta bites an object, its bite treats the object as having a hardness of 5 less than the object’s actual hardness rating.

Mastery (7th Level)

At any point that a leucrotta’s targets are unaware of it (for example, if the leucrotta is hiding or concealed in darkness), the leucrotta can call out to the targets, who must be in line of sight and within 60 feet. When the leucrotta calls out, the targets must make a DC 10 + 1/2 the leucrotta's hit dice + charisma modifier Will save or fall under the effects of a suggestion to approach the sound of the leucrotta’s voice. This effect functions identically to a mass suggestion spell with a caster level equal to the leucrotta’s Hit Dice. A creature that saves cannot be affected again by the same leucrotta’s lure for 24 hours. The lure is a language-dependent effect, and if the leucrotta uses the victim’s name during the lure, the victim takes a –4 penalty on its saving throw. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

Man-Eating Horse

In the far southern ocean lies the island of Laestrygonia. It is a land of monstrous giants and strange creatures. Among them is a breed of horse more powerful and aggressive than any on the mainland. Their eyes are rolling about erratically and they consume the flesh of humans when given the chance, but many consider that a small price to pay for a mount of such ferocity.

Starting Statistics

Size Large; Speed 50 ft.; AC +4 natural armor; Attack bite (1d8), 2 hooves (1d6) ; Ability Scores Str 18, Dex 13, Con 15, Int 2, Wis 12, Cha 10; Special Qualities feeding, low-light vision, scent.

4th-Level Advancement

Ability Scores Str +2, Con +2; Attack bite (2d6), 2 hooves (1d8) ; Special Attacks rend (bite and 2 hooves, 1d8)

Feeding

Whenever a man-eating horse reduces a creature to 0 hit points it immediately forfeits the rest of its turn to perform a coup de grace by consuming the opponent's flesh. This provides the man-eating horse fast healing 10 for 1 round per hit dice of the killed attacked creature.

Mastery (7th Level)

When a man-eating horse screams as a standard action, all creatures within a 300-foot-radius spread must succeed on a DC 10 + 1/2 hit dice + charisma modifier Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, creatures within the effect are immune to the Man-Eating Horse’s bay for 24 hours thereafter. The save DC is Charisma-based.

Orthrus

Another of the monstrous animals native to Laestrygonia. A breed of dogs possessing two heads and a serpent in place of a tail. Several orthrus pups were stolen from their giant masters by the hero Apollodorus in the Dawn Age. Their descendants now roam the wastes of the Hundred Tyrants long ago freed of any consistent domestication, though individuals can be tamed.

Starting Statistics

Size Medium; Speed 50 ft.; AC +2 natural armor; Attack 2 bites (1d6 plus trip) ; Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Racial Skill Modifiers +4 Perception; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack 2 bites (1d8 plus trip), bite (1d6 plus poison [Frequency 1 round (6), effect 1 Con damage, cure 1 save, Con-based DC]) ; Ability Scores Str +8, Dex –2, Con +4. Special Attacks rend (2 bites, 2d6)

Mastery (7th Level)

An orthrus gains all around vision.

Ouphe

Ouphes are a mischievous sort of fey who live alongside human communities, playing pranks and aiding in tasks in equal frequency. Their most common pranks are to kidnap children and leave them somewhere safe but highly inconvenient to retrieve, and misplacing common but vital household tools. However by that same turn they will retrieve truly lost children and try to make replacements for broken devices. They will also follow after members of a community who leave on adventure.
Prerequisite(s): Alignment within one step of chaotic neutral.

Starting Statistics

Size Small; Speed 30 ft., swim 30 ft.; AC +2 natural armor; Attack 2 claws (1d4) ; Ability Scores Str 12, Dex 20, Con 12, Int 8, Wis 12, Cha 12; Languages Terran and Sylvan; Special Attacks abduct; Special Qualities DR 2/cold iron, low-light vision.

7th-Level Advancement

AC +4 natural armor; Attack 2 claws (1d6) ; Ability Scores Str +4, Dex +4 Spell-Like Abilities 1/day lesser confusion, mirror image, and ventriloquism; Special Qualities DR 5/cold iron.

Abduct

When an ouphe hits a single target with two claw attacks as a part of a full attack, it can attempt a drag combat maneuver as a free action. This does not count against the ouphe's movement for the round.

Mastery (7th Level)

An ouphe's touch can still the enchantments of man. Any creature struck by an ouphe's claw attack loses all benefits of any magical equipment it is wearing for 1 round. This includes all bonuses from automatic bonus progression.

Pixiu

A highy auspicious creature native to the plains of Daqin with the body of a lion, the wings of an eagle, and the head of a dragon. They consume gold, silver, and all other things that represent wealth, but also possess the ability to consume evil and metabolize it into gold. They are naturally highly sought after pets by monster hunters.
Prerequisite(s): Appraise or Diplomacy 5 ranks.

Starting Statistics

Size Large; Speed 30 ft., fly 40 ft. (average) ; AC +4 natural armor; Attack bite (1d6) ; Ability Scores Str 16, Dex 15, Con 16, Int 5, Wis 13, Cha 8; Languages Common (cannot speak) ; Special Qualities darkvision 60 ft., low-light vision, scent, immune to ability damage.

7th-Level Advancement

Speed 40 ft., fly 80 ft. (average) ; AC +2 natural armor; Attack bite (1d6), 2 talons (1d6) ; Ability Scores Str +2, Con +2; Special Attacks pounce, rake (1d6) ; Special Qualities immune to ability drain and energy drain.

Mastery (7th Level)

The pixiu's bite attack causes enemies with the [evil] subtype and/or undead type to gain 1 negative level. This bypasses all forms of energy drain immunity. At the end of any day during which the pixiu has caused creatures to gain at least three negative levels it produces a golden coin which functions as a lesser talisman of its master's choice (this choice is made when the talisman is made).

Qilin

Scaled deer possessing sharp teeth and a heavenly aura, the qilin are creatures who naturally seek out heroes within the human population and seek to aid them in battling evil. They serve as steeds, carrying their masters through the air with great speed.
Prerequisite(s): Alignment within one step of lawful good.

Starting Statistics

Size Large; Speed 50 ft.; AC +4 natural armor; Attack gore (1d6/19-20), 2 hooves (1d6)*; Ability Scores Str 18, Dex 12, Con 16, Int 5, Wis 11, Cha 13; Languages Celestial, Common; Special Qualities low-light vision, Not a Single Blade of Grass, detect evil as a constant spell-like ability.

7th-Level Advancement

AC +5 natural; Attack gore (1d8/18-20), hooves (1d6) ; Ability Scores Str +4, Con +4; Special Attacks 1/day smite evil as a paladin of level equal to their hit dice.

Not a Single Blade of Grass

Qilin do not walk upon the earth for fear of harming innocent living beings. Instead they hover a few inches above the ground and as such are not affected by difficult terrain.

Mastery (7th Level)

The qilin gains the ability to become invisible and incorporeal as a move action. As long as it is in this state, the qilin can move double its speed. The qilin can resume its normal state with a free action. Its rider does not gain either of these abilities but is still able to ride their incorporeal mount even while corporeal.

Serpopard

An exceptionally large leopard with the a long neck and control over the wind.

Starting Statistics

Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6) reach 10 ft, 2 claws (1d4) ; Ability Scores Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10; Special Attacks limber neck, rake (1d4) ; Special Qualities low-light vision, scent.

7th-Level Advancement

Size Large; AC +2 natural armor; Attack bite (1d8) reach 15 ft, 2 claws (1d6) ; Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).

Limber Neck

A serpopard can use its long neck to make bite attacks as part of a rake attack against grappled opponents. In addition, a serpopard doesn’t take the usual –2 penalty on attack rolls when it makes a bite attack while grappling.

Mastery (7th Level)

The serpopard is surrounded by a constant wind giving it a 50% miss chance against all ranged attacks, magic or otherwise.

Shisa

As imperial lions are to ordinary lions, so are shisas to ordinary dogs. They are animals embodying loyalty to humanity and a desire to attack all monsters who threaten it. They possess broad smiling faces, tall puffy chests, and naturally curled fur.
Prerequisite(s): Alignment within one step of lawful good.

Starting Statistics

Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6 plus trip) ; Ability Scores Str 14, Dex 18, Con 12, Int 2, Wis 10, Cha 15; Languages Celestial; Special Attacks bay 1/hour; Special Qualities DR 2/bludgeoning, low-light vision, scent.

7th-Level Advancement

Size Large; AC +4 natural armor; Attack bite (1d8 plus drip), 2 claws (1d6) ; Ability Scores Str +8, Dex –2, Con +4; Special Attacks bay 1/minute; Special Qualities DR 5/bludgeoning.

Bay

A shisa's bark strike fear into the hearts of evil doers. It functions as the feat spell but only affects evil creatures within 60 feet for the shisa. It its DC is charisma based

Mastery (7th Level)

Gains Protection from Evil as a constant spell-like ability, with a caster level equal to its hit dice.

Young Troll

In the northern woods along the Scalp Steppe's eastern most coast the Hillfolk and their Steppe neighbors live in constant contact with the fey, and even tame their most base members. Adult trolls are exceptionally violent creatures driven by all consuming hunger that their traditional hunting strategies are rarely able to satiate. Feeding a child is out of the question for all but the most successful troll mothers. Unable to care for their children but still feeling a basic motherly compassion they tend to hide their spawn within the human food stockpiles. While this usually results in a life of violent conflict, some humans choose to adopt their surprise guest and succeed at providing the enormous amount of food necessary to feed them.
Prerequisite(s): Speak Sylvan and Hillfolk

Starting Statistics

Size Medium; Speed 30 ft.; AC +2 natural armor; Attack bite (1d6), 2 claws (1d4) ; Ability Scores Str 18, Dex 16, Con 16, Int 6, Wis 9, Cha 6; Languages Sylvan but only crudely; Special Qualities regeneration 1 (acid or fire), low-light vision, scent.

7th-Level Advancement

Size Large; AC +5 natural armor; Attack bite (1d8), 2 claws (1d6) ; Ability Scores Str +4, Dex -2, Con +4 Special Attacks rend (2 claws, 1d6) ; Special Qualities regeneration 5 (acid or fire).

Mastery (7th Level)

The troll's regeneration has advanced so far that it's wounds' healing flesh are an active battlefield asset rather than a hindrance. Wounds grasp at enemy weapons as they heal, broken bones instinctively go limp, and exposed intestines wrap around foes' limbs. A troll with less than its maximum hit points gains a bonus to CMB and CMD equal to the number of hitpoints it is missing divided by 5 (rounded down) up to a maximum bonus equal to half its hitdice.

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