Plant Companion
Prerequisite(s) To gain a plant companion the druid must be an elf and possess the treesinger druid archetype. Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities. All plant attacks are made using the creature’s full base attack bonus unless otherwise noted. Plant attacks add the plant’s Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such as scent. Plant companions cannot gain armor or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.
As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions, noted on Table: Animal Companion Base Statistics. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion’s Strength and Constitution by 2.
Cactus, Hunting
Able to crawl swiftly on five rootlike legs, the hunting cactus has long arms it can slam foes with—arms covered with hundreds of thin, sharp needles.
Starting Statistics
Size Medium; Speed 30 ft.; AC +3 natural armor; Attack 2 slams (1d6); Ability Scores Str 14, Dex 13, Con 17, Int 2, Wis 13, Cha 6; Special Qualities needles (a creature grappling a hunting cactus or attacking it with a natural attack or unarmed strike takes 1d4 points of piercing damage); CMD +6 vs. trip.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +2; Special Qualities low-light vision.
These slam attacks deal both bludgeoning and piercing damage.
Cactus, Sniper Cactus
This single-stalked cactus sports dozens of long, thin needles. Capable of crawling on three stalklike roots, the sniper cactus can fire its thorns with deadly accuracy.
Starting Statistics
Size Small; Speed 20 ft.; AC +2 natural armor; Attack gore (1d4) or thorn* (ranged attack, 60-foot range, 1d8 piercing damage. *This attack gains no bonus from this creature’s Strength score on damage rolls.); Ability Scores Str 10, Dex 13, Con 14, Int 1, Wis 13, Cha 6; Special Qualities low-light vision; CMD +2 vs. trip.
4th-Level Advancement
Size Medium; AC +2 natural armor; Attack gore (1d6) or 2 thorns (ranged attack, 60-foot range, 2d6 piecing damage); Ability Scores Dex +2, Con +2.
Carnivorous Flower
Starting Statistics
Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armor; Attack bite (1d6); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Medium; Attack bite (2d6); Ability Scores Str +4, Dex –2, Con +2; Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).
Corpse-Eater Fungus
This pale mass of fungal matter looks something like a spider with a thorny, acidic mouth in place of a body.
Starting Statistics
Size Small; Speed 30 ft.; AC +2 natural armor; Attack bite (1d6 plus 1d2 acid); Ability Scores Str 14, Dex 13, Con 12, Int 1, Wis 11, Cha 4; Special Attacks spit acid (ranged touch attack, 30-foot range, 1d6 acid damage); Special Qualities darkvision 60 ft.; CMD +12 vs. trip.
4th-Level Advancement
Size Medium; AC +2 natural armor; Attack bite (1d8 plus 1d4 acid); Ability Scores Str +4, Dex –2, Con +2; Special Attacks spit acid (ranged touch attack, 30-foot range, 1d8 acid damage); Special Qualities darkvision 60 ft.
Crawling Vine
Starting Statistics
Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armor; Attack slam (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.
4th-Level Advancement
Size Large; AC +1 natural armor; Attack slam (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.
Creeping Puffball
This surprisingly mobile, multicolored ball of fungus crawls around on a nest of dozens of little filament-like “legs.” Its poisonous spores cause those affected to endure bright, dazzling spots of color.
Starting Statistics
Size Small; Speed 30 ft.; AC +1 natural armor; Attack slam (1d4 plus poison); Ability Scores Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 9; Special Attacks poison (frequency 1 round [4]; effect 1d2 Wis damage and dazzled; cure 1 save; Con-based DC); Special Qualities darkvision 60 ft., defensive puff (1/minute as an immediate action when hit, the fungus can expose one adjacent creature to its poison); CMD can’t be tripped.
4th-Level Advancement
Size Medium; AC +1 natural armor; Attack slam (1d6 plus poison); Ability Scores Str +4, Dex –2, Con +2.
Gulper Plant
This bulbous green plant can climb or crawl via a network of vines. Its central reservoir can gulp down foes to digest them in an internal well of acid, holding them tight while they struggle.
Starting Statistics
Size Medium; Speed 20 ft., climb 10 ft.; AC +1 natural armor; Attack 2 vines (1d4 plus grab); Ability Scores Str 12, Dex 11, Con 13, Int 1, Wis 10, Cha 3; Special Attacks swallow whole (1d6 acid); Special Qualities freeze, low-light vision; CMD can’t be tripped.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 vines (1d6 plus grab); Ability Scores Str +6, Dex –2, Con +2; Special Attacks swallow whole (1d8 acid).
This attack is a primary natural attack that deals bludgeoning damage.
Puffball (Floating Fungus)
Starting Statistics
Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armor; Attack thorn (1d4 plus poison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Attacks poison (Frequency 1 round [6], Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities low-light vision.
4th-Level Advancement
Ability Scores Str +2, Con +2.
Rash Creeper
This mass of creeping vines and leaves slithers almost like a snake. Contact with this predatory plant causes a sickening and sometimes debilitating rash.
Starting Statistics
Size Small; Speed 20 ft., climb 20 ft.; AC +1 natural armor; Attack slam (1d4 plus poison); Ability Scores Str 10, Dex 15, Con 13, Int 1, Wis 11, Cha 2; Special Attacks poison (frequency 1 round [4]; effect 1 Dex damage and sickened for 1 round; cure 1 save; Con-based DC); Special Qualities low-light vision; CMD can’t be tripped.
4th-Level Advancement
Size Medium; AC +2 natural armor; Attack slam (1d6 plus poison); Ability Scores Str +4, Dex –2, Con +2; Special Attacks poison (frequency 1 round [4]; effect 1d2 Dex damage and sickened for 1 round; cure 2 saves; Con-based DC).
Sapling Treant
Starting Statistics
Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armor; Attack 2 slams (1d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities double damage against objects, low-light vision.
4th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.
Slithering Sundew
Looking something like a two-headed serpent, this slithering plant strikes with two sticky, constricting slams.
Starting Statistics
Size Medium; Speed 20 ft.; AC +1 natural armor; Attack 2 slams (1d4 plus 1d2 acid plus grab); Ability Scores Str 14, Dex 17, Con 13, Int 1, Wis 12, Cha 6; Special Attacks constrict (1d8 acid); Special Qualities low-light vision; CMD can’t be tripped.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack 2 slams (1d6 plus 1d3 acid plus grab); Ability Scores Str +6, Dex –2, Con +4; Special Attacks constrict (2d6 acid).
Snapping Flytrap
This mobile flytrap features two spiky jaws and scuttles about on a tangle of roots.
Starting Statistics
Size Medium; Speed 20 ft.; AC +2 natural armor; Attack 2 bites (1d4 plus grab); Ability Scores Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 5; Special Qualities low-light vision; CMD can’t be tripped.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack 3 bites (1d6 plus grab); Ability Scores Str +8, Dex –2, Con +4.