|||
Home
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Afflictions
Aliens
Classes
Conditions
Equipment
Feats
Races
Rules
Setting
Skills
Spells/Rituals
Themes
Vehicles
Licenses
Search
Sources
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Armor
|
Shields
|
Weapons
Artifacts
|
Augmentations
|
Creature Companions
|
Computers
|
Hybrid Items
|
Magic Items
|
Technological Items
|
Traps
Manufacturers (Augmentations)
|
Manufacturers (Weapons)
|
Other Items
|
Special Materials
Creature Companions
The solitude of space can prove tough to bear for even the most hardened soloist. It’s no wonder, then, that across the entire galaxy, members of countless species take up creature companions ranging from show pets to emotional support animals to combat-ready mounts. Whether such a pairing is born of cultural tradition, lucky happenstance, or even reluctant necessity, few bonds are stronger.
Click here for the remaining rules on Creature Companions.
Eshar Companions
Source
Alien Archive 3 pg. 144
Eshars are hulking, serpentine beasts from the expansive, sandy deserts of the tidally locked planet Verces. They are used for battle, transportation, and even for sport, in an elaborate zone-capturing game that can last for days.
Eshar
Levels 10-20
Huge animal
Senses
blindsight (vibration) 60 ft., low-light vision
Good Save
Fort;
Bad Saves
Reflex, Will
Defensive Abilities
ferocity;
Resistances
fire 5
Weaknesses
vulnerable to cold
Speed
30 ft.; burrow 60 ft.
Melee Attack
tail (B)
Space
15 ft.
Reach
10 ft.
Ability Modifiers
Con, Dex
Special Abilities
Lie in Wait (Ex)
While mounted on your eshar companion, you can remain burrowed in sand or loose dirt for up to 1 hour, and if combat begins during this time, you gain a +4 circumstance bonus to any skill check (normally Perception or Stealth) to determine whether you act in a surprise round.
Screech (Ex)
As a standard action, an eshar can unleash a terrifying screech, causing each creature within 30 feet to become shaken for 1d4 rounds unless it succeeds at a Will saving throw (DC = 10 + 1-1/2 × the eshar’s level). Regardless of whether a creature succeeds at this check, it is immune to that eshar’s screech for 24 hours. Eshars are immune to the screech ability of other eshars, and you are immune to the screech of your own eshar companion.