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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.
Tashtari Companions
Source
Alien Archive 3 pg. 145
Nicknamed “laser wolves,” tashtaris are covered in a twinkling phosphorescent coat that they can use to communicate and power their muzzle beams. Domesticated tashtaris are less dangerous than their wild counterparts, but they can still be potent threats on the battlefield.
Tashtari
Levels 4-20
Medium magical beast
Senses
darkvision 60 ft., low-light vision
Good Save
Reflex;
Bad Saves
Fort, Will
Resistances
fire 5
Speed
30 ft., climb 30 ft.
Melee Attack
bite (P)
Ranged Attack
muzzle beam (F; critical burn 1d4)
Space
5 ft.
Reach
5 ft.
Ability Modifiers
Dex, Str
Special Abilities
Diverting Coat (Ex)
If your tashtari companion is within 30 feet of you at the beginning of your turn, you can attempt a new saving throw against any fascination effects currently affecting you without taking an action. If the new saving throw is successful, the fascination effect ends. This has no effect on abilities that do not allow saving throws.
Muzzle Beam (Ex, 7th level)
Every 1d4 rounds, a tashtari can unleash a focused ray of light as a ranged attack that targets EAC. This ray has a range increment of 80 feet and the burn critical hit effect.