Mythos Animal Companions
Sandy Petersen's Cthulhu Mythos - Pathfinder
Druids, rangers, and other classes with animal companions can choose from the following companions even though they are not animals. The bond alters these creatures so that they advance as animal companions except as noted here. They are treated as their own type or as an animal, whichever is more advantageous. Some require the character to give up a feat slot to acquire the companion.

Degenerate Satyr

A degenerate satyr is a mutated form of Mythos satyr that has regressed to animalistic intellect and lost some magical abilities, perhaps due to having been removed from Shub-Niggurath's influence. It retains only a few features reminiscent of its former humanoid physique and more prominently displays aspects of a goat, cat, octopus, or unrecognizable alien species.

Starting Statistics: Size Medium; Type aberration; Speed 40 ft.; AC +2 natural armor; Attack gore (1d4), 2 claws (1d4); Ability Scores Str 11, Dex 13, Con 12, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision.

7th-Level Advancement: AC +2 natural armor; Ability Scores Str +4, Con +2; Special Qualities fast healing 1 (only functions while the satyr has fewer than half its hit points remaining).

Mutated Animal

A character can give up a feat slot to add the following template to her animal companion, reflecting a terrible mutation like that of an outer mutant:

AC: The mutated animal's flesh is tough and alien, granting +2 to its natural armor bonus.

Immunities: A mutated animal's mind is twisted and warped. It is immune to confusion and insanity effects.

Attacks: A mutated animal loses one natural weapon unless it only had one. It retains all its other natural weapons. In addition, it gains a stalked proboscis or mouth somewhere on its body that it can use to feed on blood. This grants a bite attack. Damage for this bite depends on the mutated animal's size (1d6 for a Medium mutated animal, 1d4 for a Small mutated animal).

Special Attacks: A mutated animal has the following special attacks.

Grab (Ex): A mutated animal's bite attack has the grab universal monster ability.

Special Qualities: All mutated animals gain the following.

Deformed (Ex): A mutated animal’s body is hideously deformed. A mutated animal suffers a –6 penalty on Disguise checks to appear as a normal creature of its species. A mutated animal cannot wear barding unless the barding has been specifically crafted for its unique and unpleasant form.

Ability Scores: A mutated animal takes a –2 penalty to Dexterity and gains a +2 bonus to Constitution and Strength, and a +2 bonus to Charisma or Wisdom.


A shantak can be tamed only by a creature with at least 5 ranks in Diplomacy, Intimidate, or Handle Animal and an alignment of chaotic neutral, neutral evil, or chaotic evil. The character must give up a feat slot to choose a shantak as a companion.

Starting Statistics: Size Large; Type magical beast; Speed 20 ft., fly 60 ft. (average; unable to carry rider while flying); AC +2 natural armor; Attack bite (1d6), 2 talons (1d4); Ability Scores Str 18, Dex 14, Con 16, Int 8, Wis 15, Cha 14; Special Qualities darkvision 60 ft., low-light vision, resist cold 5, slippery, susceptible to fear.

7th-Level Advancement: Speed 20 ft., fly 100 ft. (average; able to carry rider while flying, but reduces speed by half); Ability Scores Str +2, Con +2; Special Qualities resist cold 10, immune to disease and poison. Special: A character of at least effective druid level 11 can give up a second feat slot to give the shantak companion the cold immunity, fearsome display, no breath, share defenses, and starflight special qualities.

Slime Mold

An immature slime mold can bond with a character who has at least 1 rank in Knowledge (dungeoneering) or Profession (Yog-Sothothery philosopher). The character must give up a feat slot to form the bond. A slime mold has no Intelligence score and possesses the mindless trait. It has no skill points or feats. Despite this, it may learn one trick, plus additional bonus tricks. When it gains an ability score increase (at 4 Hit Dice, 8 Hit Dice, and so on), the character can apply this increase to the companion's Intelligence, changing it from — to 1, at which point the companion loses the mindless quality, gains skill points and feats, and is able to learn additional tricks. An intelligent mold may know up to 3 tricks per point of Intelligence in addition to its normal bonus tricks.

Starting Statistics: Size Small; Type ooze; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack slam (1d6 and 1d4 acid); Ability Scores Str 14, Dex 16, Con 14, Int —, Wis 15, Cha 1; Special Qualities ooze traits, resist acid 5, resist cold 5, tremorsense 30 ft.

7th-Level Advancement: Size Medium; AC +2 natural armor; Attack slam (1d8 and 1d6 acid); Ability Scores Str +2, Con +2; Special Qualities DR 3/bludgeoning, resist acid 10, resist cold 10.

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