Monstrous Companion

==Monstrous Companion Choices==
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A character with this feat may select an Aquan version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
Starting Statistics
*Type Gains the Aquan subtype; Speed Gains a swim speed equal to their highest speed; DR 3/-; Resist Cold 10; Attack One type of attack deals 1 extra cold damage; Special Qualities Darkvision 60 ft., Water Breathing
7th-level Advancement
*Speed Swim speed increases by 10 ft.; DR 5/-; Resist Cold 20; Attack Cold damage increases to 1d6
Mastery (7th Level)
*When the creature confirms a critical hit with its attack that deals cold damage, the attack deals an additional 1d10 cold damage. In addition, once per day the creature can use water breathing on its owner a a spell-like ability.
A character with this feat may select an Auran version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
Starting Statistics
*Type Gains the Auran subtype; Speed Gains a fly speed equal to their highest speed (good maneuverability, cannot fly while carrying a rider); DR 3/-; Resist Electricity 10; Attack One type of attack deals 1 extra electricity damage; Special Qualities Darkvision 60 ft.
7th-level Advancement
*Speed Fly speed increases by 10 ft., maneuverability increases to perfect; DR 5/-; Resist Electricity 20; Attack Electricity damage increases to 1d6
Mastery (7th level)
*When the creature confirms a critical hit with its attack that deals electricity damage, the attack deals an additional 1d10 electricity damage. In addition, the creature can fly while carrying a rider, but its fly speed is halved while doing so.
A character with this feat may select a Celestial version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
*Prerequisite Alignment Any Good
Starting Statistics
*Type Gains the Good subtype; DR 5/Evil; Resist Cold 5, electricity 5; Ability Scores Increase Charisma to 12 if its lower than 12, otherwise +2 Cha; Special Qualities Smite Evil 1/day 
:
:: As the Paladin ability, using the creature's HD as its effective Paladin level.
7th-level Advancement
*DR 10/Evil; Resist Cold 10, Electricity 10; Ability Scores +2 Cha; SR 5 + the creature's HD; Special Qualities Smite Evil 2/day
Mastery (7th Level)
*If the creature's owner is within 30 ft. of it and the creature has declared a Smite target, the creature's owner may gain the benefits of the creature's Smite Evil ability (using the creature's Charisma modifier and HD).
Starting Statistics
*Type Animal; Alignment TN; Size Large; Speed 60 ft.; AC +4 natural armor; Attack bite (1d6, 20/x2) plus 2 hooves (1d8, 20/x2); Ability Scores Str 20; Dex 15; Con 17; Int 2; Wis 12; Cha 6; Special Qualities Bred for War, Low-light vision, Scent, Imposing Presence
:
::Sonipes get a +2 bonus to saves vs fear effects, Light Armor Proficiency as a bonus feat, and are always combat trained.
:
::Sonipes get Intimidate as a class skill, and Menace as bonus trick. In addition, a creature riding a Sonipes gets a +2 circumstance bonus to Diplomacy and Intimidate skill checks.
7th-level Advancement
*AC +2 natural armor; Ability Scores +4 Str, +2 Con; Special Qualities Trample (1d8)
Mastery (7th level)
*The Sonipes gains immunity to fear, and the damage dice of its hoof and trample attacks increase to 2d6.
A character with this feat may select an Entropic version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
*Prerequisite Alignment Any Chaotic
Starting Statistics
*Type Gains the Chaotic subtype; DR 5/Lawful; Resist Acid 5, fire 5; Ability Scores Increase Charisma to 12 if its lower than 12, otherwise +2 Cha; Special Qualities Smite Law 1/day 
:
:: As the Paladin ability, using the creature's HD as its effective Paladin level. The creature gains bonuses against targets of Lawful alignment instead of Evil; and the creature deals additional damage against Daemons with the Lawful subtype, Lawful-aligned Dragons, and Lawful-aligned creatures with levels in Cleric of Paladin instead of Evil Daemons, Evil Dragons, and Undead.
7th-level Advancement
*DR 10/Lawful; Resist Acid 10, fire 10; Ability Scores +2 Cha; SR 5 + the creature's HD; Special Qualities Smite Law 2/day
Mastery (7th Level)
*If the creature's owner is within 30 ft. of it and the creature has declared a Smite target, the creature's owner may gain the benefits of the creature's Smite Law ability (using the creature's Charisma modifier and HD).
*Prerequisite Alignment within one step of Lawful Good
Starting Statistics
*Type Daemon (Empyrean); Alignment LG; Size Large; Speed 50 ft.; AC +4 natural armor; Attacks 2 hooves (1d6 plus 1 light, 20/x2); Immune disease, electricity, poison; Resist cold 5, light 10; Weaknesses Crystalline Body; Ability Scores Str 16, Dex 13, Con 15, Int 6, Wis 12, Cha 12; Language Arcadian, Celestial; Spell-Like Abilities Constant-detect good; Special Qualities Darkvision 60 ft.
:
::Although not actually glass, an Ethalar's body is crystalline. It takes damage from spells and effects that damage crystalline creatures, such as shatter, and such spells automatically pass any spell resistance they might have.
7th-level Advancement
*AC +2 natural armor; Attack 2 hooves (1d6 plus 1d6 light, 20/x2); Resist Cold 10, light 10; Ability Scores +2 Con, +2 Cha
:
::A creature who is struck by an Ethalar's hoof attacks is subject to a bright localized flash of light. They must succeed at a Fortitude save (DC 10 + 1/2 the Ethalar's HD + the Ethalar's Charisma modifier) or be dazzled for 1 round. If a creature is hit by both hoof attacks and fails both saves in the same round, they are instead blinded for 1 round. Creatures with light sensitivity or blindness take a -5 penalty on the Fortitude save vs this ability.
Mastery (7th level)
*The Ethalar gains air walk as a constant spell-like ability.
A character with this feat may select a Fiendish version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
*Prerequisite Alignment Any Evil
Starting Statistics
*Type Gains the Fiendish subtype; DR 5/Good; Resist Cold 5, fire 5; Ability Scores Increase Charisma to 12 if it's lower than 12, otherwise +2 Cha; Special Qualities Smite Good 1/day 
:
:: As the Antipaladin ability, using the creature's HD as its effective Antipaladin level.
7th-level Advancement
*DR 10/Good; Resist Cold 10, fire 10; Ability Scores +2 Cha; SR 5 + the creature's HD; Special Qualities Smite Good 2/day
Mastery (7th Level)
*If the creature's owner is within 30 ft. of it and the creature has declared a Smite target, the creature's owner may gain the benefits of the creature's Smite Good ability (using the creature's Charisma modifier and HD).
A character with this feat may select an Infernal version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
Starting Statistics
*Type Gains the Infernal subtype; DR 3/-; Resist Fire 15; Attack One type of attack deals 1d6 extra fire damage; Special Qualities Darkvision 60 ft.
7th-level Advancement
*Speed +10 ft. to highest speed DR 5/-; Immune Fire; Vulnerability Cold; Attack Fire damage increases to 2d6
Mastery (7th level)
*When the creature confirms a critical hit with its attack that deals fire damage, the attack deals an additional 1d10 fire damage. In addition, the creature can use damnation stride as spell-like ability once per day, carrying only its gear and their owner (if they are touching the creature) with it.
*Prerequisite Alignment within one step of Chaotic Evil
Starting Statistics
*Type Daemon (Evil, Infernal); Alignment CE; Size Large; Speed 50 ft.; AC +4 natural armor; Attacks bite (1d4, 20/x2) plus 2 hooves (1d6 plus 1d4 fire, 20/x2); Immune Disease, poison; Resist fire 10; Ability Scores Str 16, Dex 13, Con 15, Int 8, Wis 12, Cha 8; Languages Arcadian, Janni; Special Qualities Darkvision 60 ft., Low-light Vision
7th-level Advancement
*AC +2 natural armor; Attack bite (1d4, 20/x2) plus 2 hooves (1d6 plus 1d6 fire, 20/x2); Resist fire 20; Ability Scores +2 Str, +2 Con; Special Qualities Smoke
:
::In battle, a nightmare can breathe thick black smoke that chokes and blinds foes, filling a 15 foot cone for 1 round as a free action. This is a breath weapon usable every 1d6 rounds. Everyone in the smoke must succeed at a Fortitude save (DC 10 + 1/2 the nightmare's HD + the nightmare's Constitution modifier) or be sickened until 1d6+1 rounds after they leave the smoke. The smoke acts as an obscuring mist effect for the purposes of concealment.
Mastery (7th level)
*The nightmare gains air walk as a constant spell-like ability.
A character with this feat may select a Resolute version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
*Prerequisite Alignment Any Lawful
Starting Statistics
*Type Gains the Lawful subtype; DR 5/Chaotic; Resist Acid 5, electricity 5; Ability Scores Increase Charisma to 12 if its lower than 12, otherwise +2 Cha; Special Qualities Smite Chaos 1/day 
:
:: As the Paladin ability, using the creature's HD as its effective Paladin level. The creature gains bonuses against targets of Chaotic alignment instead of Evil; and the creature deals additional damage against Daemons with the Chaotic subtype, Chaotic-aligned Dragons, and Aberrations instead of Evil Daemons, Evil Dragons, and Undead.
7th-level Advancement
*DR 10/Chaotic; Resist Acid 10, electricity 10; Ability Scores +2 Cha; SR 5 + the creature's HD; Special Qualities Smite Chaos 2/day
Mastery (7th Level)
*If the creature's owner is within 30 ft. of it and the creature has declared a Smite target, the creature's owner may gain the benefits of the creature's Smite Chaos ability (using the creature's Charisma modifier and HD).
A character with this feat may select a Terran version of any normal Animal Companion. The statistics and advancements listed here are in addition to the normal statistics and advancements of the base Companion.
Starting Statistics
*Type Gains the Auran subtype; Speed Gains a burrow speed equal to half their highest speed (cannot burrow while carrying a rider) or increase existing burrow speed by 10 ft.; DR 3/-; Resist Acid 10; Attack One type of attack deals 1 extra acid damage; Special Qualities Darkvision 60 ft.
7th-level Advancement
*DR 5/-; Resist Acid 20; Attack Acid damage increases to 1d6; Spell-like Abilities Constant-earth glide
Mastery (7th level)
*When the creature confirms a critical hit with its attack that deals acid damage, the attack deals an additional 1d10 acid damage. In addition, the creature need not hold its breath while moving through earth using its earth glide ability, and can take up to one rider with them while doing so (although the rider does not gain the ability to breathe underground).
Category:Feats
Category:General Feats
Category:Adaptations