Archives of Nethys

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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.
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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.

EsharLevels 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.