Beast Master Animal Companion

Animal companions are powerful animals that follow around their masters with great obedience and loyalty.These animals are special as they have been trained, and loved with a great bond that ties them with their master.

The Disgaea D20 system uses a different kind of Animal Companion than the normal Pathfinder system, and as such Beast Masters use the following. A list of the monster classes that can be used as animal companions are listed below. If the Beast master wishes to use a normal animal companion from Pathfinder, they can do so as well. Selecting a normal animal companion allows the Druid to grant it the Advanced creature template to make up for the difference in power.

The animal's descriptions can be found here [1]

When choosing an animal, be sure to talk to the DM about what you wish to choose for maximum compatibility with Disgaea.

**Class Level**

The character’s Beast Master level. The Beast Master’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s statistics.

**HD**

This is the total number of eight-sided Hit Dice the animal companion possesses, each of which gains a Constitution modifier, as normal (Or Charisma if undead). Utilize the hit die indicated on the monster class page listed for the animal companion.

**BAB, Evilities, Fortitude, Reflex, Natural Attack, Magichange, and Will**

These are all based on the Monster class of the creature’s type. The Animal Companion uses the BAB, Evilities, Fortitude bonus, Reflex Bonus, Will bonus, their natural attack, their magichange, their monster weapon proficiency, and their starting evility.

The Animal Companion does not gain mana, but the Beast Master can spend mana to purchase evilities for the animal companion, paying the base price for animals of that kind so long as it is purchased for the animal companion.

**Skills**

The Animal companion gains skills as a monster of it’s class would.

**Feats**

This is the total number of feats possessed by an animal companion. Animal companions can select any feat they qualify for.

**Natural Armor Bonus**

The number noted here is an improvement to the animal companion’s existing natural armor bonus if it had one. If it did not it gains this listed natural armor bonus from this ability.

**Ability Bonus**

This value adds to two of the creature’s ability scores, as determined by their race.

**Aqua Demon**: Strength and Constitution

**Baciel:** Strength and Constitution

**Devil Bear:** Strength and Constitution

**Dragon**: Strength and Constitution

**Eryngii:** Strength and Constitution

**Flora Beast**: Strength and Charisma

**Gargoyle**: Strength and Wisdom

**Holy Dragon:** Dexterity and Charisma

**Imp**: Dexterity and Constitution

**Leotaur:** Strength and Constitution

**Marionette:** Dexterity and Charisma

**Moth Man**: Dexterity and Wisdom

**Mystic Beast**: Dexterity and Wisdom

**Nekomatta**: Strength and Dexterity

**Prinny**: Dexterity and Wisdom

**Red Imp:** Dexterity and Charisma

**Roc**: Strength and Constitution

**Serpent:** Strength and Dexterity

**Slime**: Strength and Constitution

**Slumbercat**: Dexterity and Constitution if a Cat Saber, or Strength and Constitution if a Death Saber

**Two Headed Dragon:** Dexterity and Constitution

**Treant:** Strength and Constitution

**Zombie**: Strength and Charisma

**Techniques Per day/Techniques known**

This is the number of techniques per day that the Animal companion can utilize. The animal companion gains these as it levels up the same as it would from leveling up as a normal monster class, but uses the value above.

**Link (Ex)**

A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

**Share Spells (Ex)**

The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

**Monster Class**

The monster gains abilities from it’s monster class as if it had just gained a level in it’s monster class. It gains all of the abilities it would normally gain, however if the monster possesses spell casting, it does not gain access to any of it’s spells, and the monster never gains bonuses to natural armor from leveling up, instead using the value on the Animal companion page.

**Devotion**

An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

**Ability Score Increase (Ex)**

The animal companion adds +1 to any one of its ability scores.

**Monster Technique**

At 3rd, 8th, and 15th levels, the monster gains a unique monster technique from it’s list of unique monster techniques of any level that it can perform.

# **STARTING STATISTICS**

The following is the starting Statistics, as well as some of the info you’ll need to have an animal companion. Some things must still be referenced in the monster class entry.

For any abilities that a monster class creature earns after level 1, they are treated as a monster of their hit dice.

### **Aqua Demon Starting Statistics**

Str: 14 Dex: 9 Con: 20 Int: 8 Wis: 17 Cha: 8

Hit Dice: D8

**Magical Beast (Aquatic, Monster, Demon)**

Skills: 2+ int modifier. The Aqua Demon’s class skills (and the key ability for each skill) are Perception (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Intimidate (Cha), Martial Knowledge (Magic Monster Weapon) (Int).

• Large sized Monstrous Humanoid (Aquatic, Demon)

• Blindsense out to 30 feet

• Move speed 20 feet, swim speed 40 feet

• +8 to Swim checks, Aqua demons are at home in the water.

**EVILITY: Mass Blaster:** for every creature effected by an area attack, your damage for that attack increases by +2.

### **Baciel**

Str: 22 Dex: 10 Con: 21 Int: 10 Wis: 9 Cha: 4

Hit Dice: D12

Skills: 3+ int modifier. The Baciel’s skills are Climb (STR), Intimidate (CHA), Acrobatics (STR), Survival (WIS), Craft  (Technological), and Profession (WIS), Fly (Dex), Perception (Wis), Martial Knowledge (Physical Monster Weapon)(Int), Use Computer (Int)

• Large Outsider (Demon)

Darkvision out to 60 feet

• Speed 20 feet

• +8 to Intimidate. Baciels are large and often like to force weaker beings into doing tasks due to the fear they instill in them.

**EVILITY:  Double Lock On:**

If you don't move in this round, you can make an extra attack at your highest base attack bonus.

### **Devil Bear**

Str: 19 Dex: 9 Con: 20 Int: 8 Wis: 14 Cha: 8

Hit Dice: D10

Skill Ranks per Level: 4+ Int modifier

Bluff (Cha), Slight of hand (Dex), Escape artist (Dex), Pilot (Dex), Intimidate (Cha), Martial knowledge (Physical Monster weapon) (Int), Knowledge (Arcana) (Int), Stealth (Dex), Climb (Str), Acrobatics(Dex)

• Large size Magical Beast (Monster, Demon): -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•Speed: 30 feet

• Low Light Vision out to 60 feet

• +2 to Knowledge Nature, Intimidate, and craft (Cullinary) checks

**EVILITY:** **Rage Charge:** You gain a +1 bonus to attack and damage rolls for every attack you receive (Maximum +12). This lasts for an entire encounter.

### **Dragon**

Str: 20 Dex: 6 Con: 19 Int: 6 Wis: 10 Cha: 14

Hit Dice: d10

The creature's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Int), Knowledge Arcana (Int), Fly (Dex), Climb (Str), Intimidate (Cha), Martial knowledge (Physical monster weapon) (Int)

**Skill Ranks per Level:** 2 + Int modifier.

• **Large size (Monster, Demon):** -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•**Speed:** 20 feet Fly: 20 (Poor)

• Darkvision out to 60 feet

• +4 to Intimidate and fly

**EVILITY: Rising Dragon:** You gain a +1 bonus to attack and damage for every attack you receive. This bonus resets after you make an attack, or at the end of the round.

### **Eryngi**

Str: 18 Dex: 8 Con: 17 Int: 10 Wis: 13 Cha: 14

Hit Dice: D8

The Eryngi’s class skills (and the key ability for each skill) are Survival (Wis), Stealth (Dex), Climb (Str), Perception (Wis), Martial Knowledge (Physical monster weapon) (Int), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Use Magic Device (Cha)

An Eryngi gains Skill points equal to 6+ int mod.

+4 Strength, +4 Constitution, -2 Intelligence, -2 Dexterity

• **Medium** sized Plant (Monster, Demon)

• Speed: 30 feet

• Darkvision out to 60 feet

• Tremorsense 30 feet

• +4 to stealth checks (+8 in forested areas), and a +8 bonus to bluff to try and pass ones self off as a Mushroom.

**EVILITY:** **Shroom Power**

Adjacent female enemies do not add ability modifiers to attack rolls against you.

### **Flora Beast**

Str: 17  Dex: 18 Con: 14 Int: 10 Wis: 8 Cha: 13

Hit Dice: D8

**Class Skills** The creature's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Martial Knowledge (Physical Monster weapon) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

**Skill Ranks per Level:** 4+ Int modifier.

•**Speed** 20, Burrow 30

• **Medium**

• Low Light Vision out to 60 feet

• +4 to Stealth (+8 in foliage), and +4 to Knowledge Nature

**EVILITY:** Sweet Aroma

Allies within 10 feet of the Flora Beast heal 5 hit points at the end of every round.

### **Gargoyle**

Str: 20  Dex: 8 Con:-- Int: 10 Wis: 17 Cha: 14

Hit Dice: D8

• Large sized Construct (+30 hp) -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•Speed: 20 feet Fly 30 (Average)

• Low Light Vision, Darkvision out to 60 feet

• +2 to Knowledge Craft, and Knowledge Arcana checks. +4 to bluff when pretending to be a statue

**Repairs:** The Marionette can be repaired using a Craft check that has to do with wood, stone, or metal. The craft check heals a number of hit points equal to the craft check and takes 1 hour for every 5 hit points recovered.

Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Fly (Dex), Diplomacy (Cha), Bluff (Cha), Climb (Str), Craft (Int), Martial Knowledge (Physical monster weapon) (Int), Craft (Int), Perception (Wis)

A Gargoyle gains Skill points equal to 2+ int mod

**Evility: Stone Statue**

For every round in an encounter that you choose to not move, you gain a +1 bonus to armor class.

### **Holy Dragon**

Str: 8 Dex: 18 Con: 14 Int: 10 Wis: 13 Cha: 17

Hit Dice: d10

Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Fly (Dex), Martial Knowledge (Magic Monster weapons), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

**Skill Ranks per Level:** 2 + Int modifier.

•+4 Dexterity, +2 Charisma, -4 Strength

• **Large Dragon** (Monster, Demon) -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•**Speed:** 20 feet, Fly good

• Darkvision out to 60 feet

• +2 to Fly , Diplomacy checks and athletics checks.

**EVILTY: Heaven's Blessing** You gain a +1 bonus to attack, damage, armor class and reflex saving throws so long as you are 10 feet off of the ground.

### **Imp**

Str: 8 Dex: 20 Con: 14 Int: 10 Wis: 13 Cha: 17

Acrobatics(Dex), Bluff (Cha), Climb (Str), Escape artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Geography, Nature, Nobility and Royalty, The planes, all taken individually) (Int), Slight of hand (Dex), Stealth (Dex), Martial knowledge (Physical Monster weapon) (Int)

**Class skills at every level:** 6+ Int mod

• **Medium** Monstrous Humanoid (Monster, Demon)

• Imps cannot walk however they do have a fly speed of 60 (Perfect)

• Darkvision out to 60 feet

• Light sensitivity

• +4 to Stealth and fly checks.

**EVILITY:** Flicker Wing

An Imp gains a +4 bonus to armor class when a creature attacks it from the front.

### **Leotaur**

Str: 20  Dex: 8 Con: 17  Int: 13 Wis: 14 Cha: 10

Hit Dice: D8

Knowledge (Arcana) (Int), Knowledge (dungeoneering) (Int), Fly (Dex), Diplomacy (Cha), Bluff (Cha), Climb (Str), Craft (Int), Martial Knowledge (Physical monster weapon) (Int), Craft (Int), Perception (Wis)

A Gargoyle gains Skill points equal to 2+ int mod

Large sized Outsider (Demon, Monster) -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•Speed: 30 feet Fly 20 (Average)

• Darkvision out to 60 feet

• +2 to Intimidate checks, Survival checks in wastelands, and +4 to bluff when pretending to be a statue

**Evility: Stone Statue**

For every round in an encounter that you choose to not move, you gain a +1 bonus to armor class.

### **Marionette**

Str: 10 Dex: 18 Con: - Int: 14 Wis: 13 Cha: 17

**Type:** Construct (Monster, Demon, Outsider)

**Hit Die:** d8

Bluff (Cha), Slight of hand (Dex), Escape artist (Dex), Pilot (Dex), Intimidate (Cha), Martial knowledge (Physical Monster weapon) (Int), Knowledge (All taken seperately) (Int), Stealth (Dex), Climb (Str), Acrobatics(Dex)

**Skill Ranks per Level:** 6+ Int modifier.

**Small size:** +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty on CMB and CMD.

•**Speed:** 40

• Low Light Vision, Dark vision out to 60 feet

• +4 racial bonus to Stealth and slight of hand. +8 bonus on disguise checks and checks to pretend it’s a doll.

* No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
* Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
* Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
* Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
* Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
* Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. The Construct can still be repaired from this point, but will not recover naturally.
* A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
* Constructs do not breathe, eat, or sleep.

**Repairs:** The Marionette can be repaired using a Craft check that has to do with wood, stone, or metal. The craft check heals a number of hit points equal to the craft check and takes 1 hour for every 5 hit points recovered.

**EVILITY: Soulless Offset**

Once a day, as an instant action, whenever a creature within 5 feet of you is targeted by a mind effecting spell or ability, you can make the saving throw yourself. If you succeed, you negate the effect and gain a number of hit points equal to the spell's level times your hit dice, or if it’s not a spell, you gain a number of hitpoints equal to your hit dice multiplied by the highest level spell or technique it can perform. This heals your health but any excess is temporary hitpoints that last until they’re gone. If you fail however, you take the ill effects of the spell for one round.

### **Moth Man**

Str: 8 Dex: 20 Con: 14 Int: 10 Wis: 17 Cha: 13

Hit Dice: D8

Acrobatics(Dex), Bluff (Cha), Climb (Str), Escape artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Geography, Nature, Nobility and Royalty, The planes, all taken individually) (Int), Slight of hand (Dex), Stealth (Dex), Martial knowledge (Physical Monster weapon) (Int)

**Class skills at every level:** 6+ Int mod

• **Medium** Monstrous humanoid (Demon, Monster)

• Moth men have a land speed of 10 feet, In addition they possess a fly speed of 40 (Perfect)

• Darkvision out to 60 feet

• Light sensitivity

• +4 to Stealth and fly checks.

**EVILITY:** Flicker Wing

A moth man gains a +4 bonus to armor class when a creature attacks it from the front.

### **Mystic Beast**

Str: 15 Dex: 20 Con: 14 Int: 10 Wis: 6 Cha: 13

**Type:** Fey (Monster, Demon)

**Hit Die:** d10

Skill Ranks per Level: 4+ Int modifier

Bluff (Cha), Slight of hand (Dex), Escape artist (Dex), Pilot (Dex), Intimidate (Cha), Martial knowledge (Physical Monster weapon) (Int), Knowledge (Arcana) (Int), Stealth (Dex), Climb (Str), Acrobatics(Dex)

**•Speed:** 40

• **Medium** size

• Low Light Vision out to 60 feet

• +4 bonus to Stealth, acrobatics, and fly checks

**Evilty:** **Assault Charge** Whenever you make a charge attack, you deal an additional amount of damage equal to 1/2 of your level

### **Nekomatta**

Str: 18 Dex: 17 Con: 14 Int: 8 Wis: 13 Cha: 10

**Hit Die:** d8

Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Escape Artist (Dex), Knowledge Nature (Int), Martial Knowledge (physical Monster Weapon) (Int), Perception (Wis), Stealth (Dex), Profession (Wis). Survival (Wis)

**Skill Ranks per Level:** 4 + Int modifier.

Medium sized Monstrous humanoid (Monster, Demon)

•Low Light Vision, Darkvision out to 60 feet

• Base move speed 30

• +4 to Stealth and Perception

• Scent

• Automatic Languages: English or Japanese and Nekomata

Bonus Languages: any

**\*Evilty\* Special Counter:** When standing adjacent to an opponent, if they attempt to cast a spell, you are granted two attacks of opportunity instead of the usual one. If both attacks hit the opponent must make a concentration check DC 10+damage dealt, or instantly fail at casting the spell.

### **Prinny**

Str: 8 Dex: 18 Con: 14 Int: 10 Wis: 8 Cha: 13

Type: Monstrous Humanoid (Monster, Demon)

Hit Dice: d8

Acrobatics (Dex), Stealth (Dex), Perception (Wis), Preform (Cha), Martial Knowledge (Physical Monster Weapon) (Int) as well as a number of bonus skills equal to the Prinny’s intelligence modifier.

**Skill Ranks per Level:** 4 + Int modifier.

• **Small size:** +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty on CMB and CMD.

• **Speed** 30 feet

• Low Light Vision out to 60 feet

• +4 to Stealth.

• Reincarnation

**EVILITY: Explosive Nature**

Prinnies explode when they are thrown. Whenever the Prinny takes falling damage, the Prinny explodes in a 5-foot radius, dealing 1d6 points of fire damage for each hit die it possesses to everyone in the immediate area (Reflex DC 10 + 1/2 hit die + dexterity modifier for half). This explosion destroys the prinny’s body utterly, but the prinny will reappear, good as new, in 1 day. The Prinny is not considered dead when this ability is used, it simply takes the defeated status.

### **Red Imp**

Str: 8 Dex: 18 Con: 14 Int: 10 Wis: 12 Cha: 19

**Type:** Monstrous Humanoid (Monster, Demon)

Hit Dice: D8

Acrobatics(Dex), Bluff (Cha), Climb (Str), Escape artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Geography, Nature, Nobility and Royalty, The planes, all taken individually) (Int), Slight of hand (Dex), Stealth (Dex), Martial knowledge (Physical Monster weapon) (Int)

**Class skills at every level:** 6+ Int mod

**EVILITY : Bullying** When attacking an enemy with less hit dice than your own, you deal +1d6 damage for every hit dice difference between the two of you.

### **Roc**

Str: 17 Dex: 13 Con: 18 Int: 10 Wis: 6 Cha: 14

**Hit die:** d8

**Type:** Magical Beast (Monster, Demon)

**Skills:** A Roc gains Skill points equal to 4+ int mod.

Acrobatics (Dex), Fly (Dex), Martial knowledge (Physical Monster Weapon)(Int), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis)

• Large sized Magical Beast -1 penalty to Armor Class, -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

• Darkvision out to 60 feet

• Speed: 30

• +4 to Intimidate

**EVILITY: Miasma of Silence**

Adjacent creatures cannot use special techniques nor can they cast spells of any kind unless they make a fortitude saving throw DC: 10+1/2 your level+Constitution modifier.

### **Serpent**

Str: 14 Dex: 20 Con: 17 Int: 8 Wis: 12 Cha: 6

Hit Dice: d10

**Type:** Dragon (Monster, Demon)

The creature's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Int), Knowledge Arcana (Int), Fly (Dex), Climb (Str), Intimidate (Cha), Martial knowledge (Physical monster weapon) (Int)

**Skill Ranks per Level:** 2 + Int modifier.

• **Large Dragon** (Monster, Demon) -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•**Speed:** 20 feet, Burrow 20 ft, Fly 20ft (Good), Swim 20 ft.

• Darkvision out to 60 feet

• +4 to Fly checks and athletics checks.

**EVILITY:** Water dominance

Saving throws vs. Ice or water spells, techniques, and abilities automatically succeed.

### **Slime**

Str: 19 Dex: 14 Con: 20 Int: 11 Wis: 9 Cha: 6

**Type:** Ooze (Monster, Demon)

**Hit Die:** D10

The creature's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Int), Knowledge Nobility and Royalty (Int), Perception (Wis), Swim (Str), Climb (Str), Intimidate (Cha), Martial knowledge (Physical monster weapon) (Int), Survival (Wis), Bluff (Cha), Diplomacy (Cha)

**Skill Ranks per Level:** 2 + Int modifier.

•Speed: 20 Climb: 20

• **Medium Size**.

• Blindsight out to 60 feet

• +4 to Escape Artist and Climb checks

•Blind: Slimes are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

•Immunity to Critical hits and precision damage.

•Immunity to poison, sleep effects, paralysis, polymorph, and stunning.

**EVILITY: Gel Body**

Slimes are completely immune to all bludgeoning damage

### **Slumbercat**

If Cat Saber Str: 17 Dex: 18 Con: 14 Int: 10 Wis: 8 Cha: 13

If Death Saber Str: 18 Dex: 17 Con: 14 Int: 10 Wis: 8 Cha: 13

**Type:** Monstrous Humanoid (Monster, Demon)

**Hit Die:** d8 if Cat Saber, d10 if Death Saber

Acrobatics (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Martial Knowledge (physical Monster Weapon) (Int), Intimidate (Charisma), Perception (Wis), Stealth (Dex), Profession (Wis).

**Skill Ranks per Level:** 2 + Int modifier if Death Saber, 4 + Int modifier if Cat Saber.

•Speed: 40

• Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Stealth checks, -1 penalty on CMB and CMD.

• Low Light Vision out to 60 feet

• +4 to Stealth, and +4 to Bluff if Cat Saber or +4 to intimidate if Death Saber

•Scent

**EVILITY: (Cat Saber) Calming Aura:** Slumber cats gain DR 10/- to attacks from monster type creatures. This stacks with other damage reduction.

**EVILITY: (Death Saber) Vanishing Cat:** After attacking you, enemies are forced to turn and face the opposite direction.

### **Two Headed Dragon**

Str: 15 Dex: 20 Con: 14 Int: 10 Wis: 8 Cha: 16

Hit Dice: d10

**Type:** Dragon (Monster, Demon)

The creature's class skills are Appraise (Int), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (planes) Fly (Dex), Martial Knowledge (Physical Monster weapons), Sense Motive (Wis), and Survival (Wis).

**Skill Ranks per Level:** 2 + Int modifier.

• Large -1 to armor class as well as attack rolls. +1 to CMB and CMD, -4 on Stealth Checks.

•Speed: 20 feet, Fly 10 feet (Poor)

• Darkvision out to 60 feet

• +6 to Perception checks.

**EVILTY: Twin Heads** When making an attack, if you do not move on this turn, you gain an additional attack at your same bonus.

The Two headed dragon gains Great Dexterity, Finesse, Double Affinity, Two Heads are Better, Two Headed, Draconic Hoard, and Two Weapon fighting as they level up.

### **Treant**

Str: 17 Dex: 12 Con: 20 Int: 12 Wis: 10 Cha: 14

Hit Dice: D8

**Type:** Plant (Monster, Demon)

Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Martial knowledge (Physical monster weapon) (Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).

**Skill Ranks per Level:** 4+ Int modifier.

•Speed: 30 feet, Burrow 30 feet

• Medium size

• 10 foot reach

• Fire Vulnerability

• DarkVision out to 60 feet

• +4 to Stealth when in forests, +4 to knowledge nature

• Automatic Languages: English ,Japanese, and Druidic

**EVILITY: Sweet Aroma**

Allies within 10 feet of the Treants heal 5 hit points at the end of every round

### **Zombie**

Str: 20 Dex: 8 Con: -- Int: 3 Wis: 14 Cha: 19

**Hit die:** d8

**Type:** Undead (Monster, Demon)

The creature's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Pilot (Dex), Diplomacy (Int), Climb (Str), Intimidate (Cha), Martial knowledge (Physical monster weapon) (Int), Perform (Int)

**Skill Ranks per Level:** 2+ Int modifier.

**Race:**

• +4 Strength, +4 Charisma, -2 Dexterity, -2 Intelligence, No Con Score.

•Speed: 20

• DarkVision out to 60 feet

* No Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
* Immunity to bleed, death effects, disease, poison, sleep effects
* Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects (save for magichange exhaustion or self imposed effects).
* Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
* Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.
* Undead do not breathe

**EVILITY: CORPSE EATER: Gain a number of hit points equal to the damage you deal if you use a normal attack to defeat an enemy.**

# **Reincarnation**

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability. Whenever an animal companion reincarnates, they can reincarnate as a new kind of animal companion.

Animal Companion Reincarnation