List of Potential Animal Companions

Upon reaching 3rd level, a Ranger may select any one of the following animasl as their companion. These are only a few examples of the numerous beasts living in Thedas--talk to your DM if you would like to choose a different animal as a companion.

# Bear

*Large beast*

Bears are wild animals common to the forests of Thedas. They are rarely seen during the day and don't attack travelers unless provoked. Enraged bears are remarkably dangerous and can strike massive blows, capable of knocking a man off his feet. Some rangers are known to have tamed bears to fight on their side.

**STATS**

* **Armor Class:** 11 + DEX modifier
* **Hit Dice:** d12
* **Hit Points:** 1d12 per level + CON modifier
* **Speed:** 40 ft., climb 30 ft.
* **Ability Scores**
	+ STR [19(+4)] — DEX [10(+0)] **—** CON [16(+3)]
	+ INT [2(-4)] — WIS [13(+1)] — CHA [7(-2)]
* **Skills:** Perception +3
* **Beast Senses**. Passive Perception is 13

**FEATURES**

* ***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.

**ACTIONS**

* ***Bite***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. (1d8 + 4) piercing damage.
* ***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.
* ***Roar.*** Targets within earshot make a CHA saving throw against DC 10. Targets that fail are frightened until a successful save.

# Deepstalker

*Small Beast, unaligned.*

Deepstalkers, called **tezpadam** by the dwarves, are small lizardlike creatures found throughout the Deep Roads and underground caverns. They are vicious predators of the dark that carve small tunnels through the stone in search of prey, usually nugs. Scaled like a lizard but with the head and frightful maw of a worm, the deepstalker is able to curl up into a ball that will be indistinguishable from the stone around it.

**STATS**

* **Armor Class:** 10 + DEX modifier
* **Hit Dice:** 1d8
* **Hit Points:** 1d8 per level + CON modifier
* **Speed:** 40 ft., Burrow 10 ft.
* **Ability Scores**
	+ STR [12(+1] — DEX [16(+3)] **—** CON [12(+1)]
	+ INT [2(-4)] — WIS [13(+1)] — CHA [7(-2)]
* **Skills:** Stealth +2
* **Senses**. Passive Perception is 10

**FEATURES**

* ***Awareness of the Deep.*** While underground, the deepstalker grants advantage to its Ranger’s Survival checks.

**ACTIONS**

* ***Bite.*** *Melee Weapon Attack:* 1d8 piercing damage + STR modifier
* ***Acid Spit.** Ranged Weapon Attack:* 1d6 acid damage + DEX modifier, range 20 ft.

# Dracolisk

*Large beast, unaligned*

Rumored to be descended from the lineage of dragons and wyverns, dracolisks were first domesticated by hunters in the Donnarks, but during the Steel Age they came into prominence as part of the Tevinter Imperium's cavalry where they are still used. To ensure the dracolisk was suitable for battle, they have been magically and selectively bred resulting in an animal that is stronger and larger than its ancestors.

**STATS**

* **Armor Class:** 12 + Dexterity Modifier
* **Hit Dice:** d10
* **Hit Points:** 1d10 per level + Constitution modifier
* **Speed:** 40 ft.
* **Ability Scores**
	+ STR [12(+2] — DEX [15(+2)] **—** CON [12(+1)]
	+ INT [3(-4)] — WIS [10(0)] — CHA [7(-2)]
* **Senses**. Passive Perception is 10

**FEATURES**

* ***Fire Resistance.*** The dracolisk's scales, owing to its draconic lineage, have made it more resistant to flames.

**ACTIONS**

* ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. (1d8 + STR) piercing damage.

# Griffon

*Large beast, unaligned*

Griffons, sometimes known as "aerials", were giant flying creatures with the bodies of lions and the heads, wings, and talons of eagles. Most famous as the mounts of the Grey Wardens (even becoming the sigil of the order) they became extinct during the Exalted Age due to the effects of the taint. However, unbeknownst to the rest of the Order, a Warden named Isseya retrieved a clutch of thirteen griffon eggs and managed to purify them of the taint. Feeling that the Wardens had failed the Griffons, she chose to place them in a form of arcane suspended animation until the tainted griffons died out and the Wardens had a chance to appreciate the depth of their loss. In 9:42 Dragon a Grey Warden-Recruit named Valya finally located the clutch of eggs and retrieved thirteen healthy griffon hatchlings.

**STATS**

* **Armor Class:** 10 + Dexterity Modifier
* **Hit Dice:** d10
* **Hit Points:** 32 (1d10 per level + Constitution modifier)
* **Speed:** 30ft, fly 80ft
* **Size:** Large
* **Ability Scores**
	+ STR [16(+3)] — DEX [14(+2)] **—** CON [14(+2)]
	+ INT [7(-2)] — WIS [10(+0)] — CHA [8(-2)
* **Senses**. Passive Perception is 10

**FEATURES**

* ***Keen Sight.*** The griffon has advantage on Wisdom (Perception) checks that rely on sight.

**ACTIONS**

* ***Multiattack.*** The griffon makes two attacks: one with its beak and one with its claws.
* ***Beak.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. (1d8 + 4) piercing damage.
* ***Claws.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. (2d6 + 4) slashing damage.

# Halla

*Medium beast*

No creature is more revered by the Dalish than the halla. No other animal has a god of its own. These white stags are much larger than ordinary deer, and the Dalish halla keepers carve their antlers as they grow, making them curve into intricate designs. In ancient times, these stags bore elven knights into combat, but since the fall of the Dales, they are used less as mounts and more to pull the aravels.

**STATS**

* **Armor Class:** 10 + DEX modifier
* **Hit Dice:** d10
* **Hit Points:** 1d10 per level + CON modifier
* **Speed:** 40 ft.
* **Ability Scores**
	+ STR [12(+1] — DEX [14(+2)] **—** CON [14(+2)]
	+ INT [3(-4)] — WIS [14(+2)] — CHA [7(-2)]
* **Skills:** Proficiency in Perception, DEX and WIS saving throws
* **Senses**: \*\*Passive Perception is 10

**FEATURES**

* ***Natural Empathy.*** While next to their Ranger, the Halla can use the Help action to provide them with advantage on any Insight checks.

**ACTIONS**

* ***Charge.** Melee Weapon Attack:* 2d6 bludgeoning damage + STR modifier. On a successful hit, the target must make a DC 13 STR saving throw or be knocked prone. Charge requires 20 feet of movement to build up momentum.
* ***Ram***. *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
* ***Hooves.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. Hit: (2d4 + 3) bludgeoning damage.

# Mabari

*Medium Beast*

Mabari war hounds are a breed of intelligent dogs magically created by the mages of the Tevinter Imperium. When the Tevinter mages brought the mabari to help subdue the local barbarian tribes of Ferelden centuries ago, the dogs defected to the barbarians. Ever since then, Fereldans and their Alamarri ancestors popularized the mabari as attack dogs, status symbols, and lifelong companions. Many mabari are painted with **kaddis,** a special war paint that increases a stat or provides some other bonus.

**STATS**

* **Armor Class:** 10 + Dexterity Modifier
* **Hit Dice:** d10
* **Hit Points:** 1d10 per level + Constitution modifier
* **Speed:** 40 ft.
* **Ability Scores**
	+ STR [14(+2)] — DEX [12(+1)] **—** CON [14(+2)]
	+ INT [8(-1)] — WIS [10(+0)] — CHA [12(+1)
* **Skills:** Perception and Performance
* **Senses**. Passive Perception is 10

**FEATURES**

* ***Keen Hearing and Smell.*** The mabari has advantage on Wisdom (Perception) checks that rely on hearing or smell.
* ***Scent Tracker.*** Your mabari has advantage on Wisdom (Survival) checks to track a creature based on smell.

**ACTIONS**

* ***Bite.*** *Melee Weapon Attack:* 1d8 piercing damage + STR modifier
* ***Charge.** Melee Weapon Attack:* 2d6 bludgeoning damage + STR modifier. On a successful hit, the target must make a DC 13 STR saving throw or be knocked prone. Charge requires 20 feet of movement to build up momentum.

# Nuggalope

*Large beast, unaligned.*

A large, stolid cousin of the much smaller common nug, nuggalopes and their varieties—the battle nug, the death nug, the Knuckled Thunderer, the Gwaren Land-Hammer—make for intimidating mounts and stalwart companions. Despite not being fast, or smart, or even strong (due mostly to its own laziness) the nuggalope's greatest strength is its sheer resilience. Some theorize that the nuggalope descended from nugs too slow to run away from predators, thus relying on bulk to protect themselves; others suggest that perhaps the nuggalope is simply too stupid to understand pain. Regardless, a nuggalope in battle is unstoppable by any force except its own ineptitude.

**STATS**

* **Armor Class:** 10 + DEX modifier
* **Hit Dice:** d12
* **Hit Points:** 1d12 *at advantage* per level + CON modifier
* **Speed:** 20 ft.
* **Ability Scores**
	+ STR [9(-1] — DEX [8(-1)] **—** CON [24(+7)]
	+ INT [2(-4)] — WIS [8(-1)] — CHA [7(-2)]
* **Saving Throw:** Proficiency on CON saving throws. Not that it needs it.
* **Senses**. Passive Perception is 9

**ACTIONS**

* ***Ram.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: (1d4 - 1) bludgeoning damage.

# Wyvern

*Large Beast*

A smaller relative of drakes and dragons, wyverns are a diverse group of carnivorous reptiles native to various different regions of Orlais. Famed for their noxious venom, which is both deadly and capable of being spit out at range, wyverns are the targets of famed hunts by Orlesian nobility. They have, on occasion, been tamed at extravagant expense, but are still too wild to make for entirely reliable mounts. What they lack in discipline, however, they make up for in unparalleled ferocity, and any ranger with a wyvern companion is sure to be a terror on the battlefield.

**STATS**

* **Armor Class:** 10 + Dexterity Modifier
* **Hit Dice:** d10
* **Hit Points:** 1d10 per level + Constitution modifier
* **Speed:** 40 ft.
* **Ability Scores**
	+ STR [19(+4)] — DEX [10+0)] **—** CON [16(+3]
	+ INT [5(-3)] — WIS [12(+1)] — CHA [6(-2)
* **Skills:** Perception and Performance
* **Senses**. Passive Perception is 10

**FEATURES**

* **Venom Resistance.** The wyvern is resistant to poison damage.

**ACTIONS**

* ***Multiattack.*** Once with Bite, once with Claws.
* ***Bite.*** *Melee Weapon Attack:* 2d6 piercing damage + STR modifier
* ***Claws.** Melee Weapon Attack:* 2d8 slashing damage + STR modifier.
* ***Venom Spit.*** *Ranged Weapon Attack* (40 foott range)*:* 5d6 poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. Three uses per short or long rest.