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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.
Mewclock Companions
Source
Starfinder #50: Clockwork Demons pg. 59
Mewclock companions are rare but are generally found in the possession of technomancers, witchwarpers, and mystics who worship Brigh.
Mewclock
Levels 3-12
Tiny construct (magical, technological)
Senses
darkvision 60 ft., low-light vision
Good Save
Reflex;
Bad Saves
Fort, Will
Defensive Abilities
construct immunities
Weaknesses
vulnerable to sonic
Speed
30 ft., climb 20 ft.
Melee Attack
claws (S)
Space
2 1/2 ft.
Reach
0 ft.
Ability Modifiers
Dex, Cha
Special Abilities
Cute Overload (Ex)
While your mewclock companion is adjacent to you or sharing your space, you gain a +2 enhancement bonus to Diplomacy checks to change a creature’s attitude and to gather information.
Wisp Conjuring (Sp)
Once per day as standard action, your mewclock companion can conjure a helpful wisp of energy as per wisp ally, using your mewclock companion’s level as its caster level. You can decide whether the wisp grants harrying fire or covering fire when the spell is cast. At 8th level, your mewclock companion can use this ability three times per day.