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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.
Click here for the remaining rules on Creature Companions.
Mahoi Manta Companions
Source
Interstellar Species pg. 82
Resembling a five-eyed manta ray, a Mahoi manta is the traditional kalo mount and beast of burden. Mahoi mantas forge strong bonds with their favorite riders and range in color from pale greys and blues to black, with a rare few being pale pink or purple.
Mahoi Manta
Levels 1-20
Large animal (aquatic)
Senses
blindsight (scent) 60 ft, low-light vision
Good Save
Reflex;
Bad Saves
Fort, Will
Speed
5 ft.; swim 50 ft.
Melee Attack
stinger (P)
Space
10 ft.
Reach
5 ft.
Ability Modifiers
Str, Dex
Special Abilities
Pack Hunter (Ex)
At the start of your turn, you can designate one creature as your prey. You and your mahoi manta are considered to be flanking your prey so long as both you and your manta are threatening that creature.
Manta Venom(Ex; 5th level)
A mahoi manta’s sting stores a single dose of manta venom that it can choose to inject whenever it successfully hits a target with its sting attack (DC = 10 + half the mahoi manta’s level + its Strength modifier). When you rest for 10 minutes to recover Stamina Points, your mahoi manta regains its dose of venom.
Manta Venom
Type
poison (injury)
Save
Fortitude
Track
Dexterity (special);
Frequency
1/round for 4 rounds
Effect
progression track is Sluggish–Stiffened–Staggered–Immobile; immobile functions as an end state.
Cure
2 saves