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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.
Bone Familiar Companions
Source
Starfinder Enhanced pg. 132
Often misattributed as an Eoxian invention, bone familiars have been developed in numerous magical societies where necromancy is practiced. Designed to be low-maintenance companions, casting aids, and protective guardians, bone familiars appear as skeletal figures encased in a thin translucent casing of ectoplasmic material.
Bone familiars have gained a viral notoriety among niches with appreciation for the companion’s intimidating appearance and macabre aesthetic. As bone familiars do not follow natural biological imperatives, they vary wildly in appearance; while some casters enjoy meticulously recreating the skeletal systems of existing lifeforms, other crafters create grotesque and unsettling mockeries of the natural order. The modification subculture that has grown up on the infosphere regularly features livestream crafters whimsically adding or replacing appendages to make the appearance of their necromantic pet ever more morbid and fantastic.
Bone Familiar
Levels 1-20
Tiny undead
Senses
darkvision 60 ft., low-light vision
Good Save
Will;
Bad Saves
Fort, Reflex
Defensive Abilities
undead immunities
Speed
30 ft., climb 20 ft.
Melee Attack
claw (S) or bite (P)
Ranged Attack
chill ray (C)
Space
2 1/2 ft.
Reach
0 ft.
Ability Modifiers
Dex, Wis
Special Abilities
Chill Ray (Su)
Every 1d4 rounds, a bone familiar can fire a ray of necromantic energy as a ranged attack that targets EAC. This ray has a range increment of 60 feet, and affects only living creatures.
Constructed Companion (Su)
You treat your ranks in Mysticism as ranks in Survival for all feats and class abilities relating to this creature companion.
Ectoplasmic Ward (Su)
While your bone familiar is adjacent to or sharing your space, whenever you cast a spell in the necromancy school, you gain temporary Hit Points equal to three times the spell’s level that last for 1d4 rounds; these stack with one other source of temporary Hit Points.