Animal Companions

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All of the base statistics of the Animal Companions below are derived from the Animal Companion Base Statistics table, found under the Druid class. All of the following count as animals for the purpose of spells and effects.

Table of Contents

  • Armos
  • Big Skulltula
  • Bombchu
  • Bullbo
  • Dodongo
  • Dire Guay
  • Freezard
  • Giant Keese
  • Gyorg
  • Helmasaur
  • Kangarok
  • Keaton
  • Leever
  • Magtail
  • Mothula
  • Octorok
  • Peahat
  • Tektite
  • Wolfos
  • White Wolfos

Armos

Armos are constructs from long ago, imbued with life from ancient Wizards. These constructs, though unintelligent, have the ability to loyally follow anyone that re-programs or trains them. Though hewn from living rock, they can be destroyed after grueling fight or by targeting the crystal upon their backs.

Starting Statistics
Size Medium; Speed 20ft ; AC +10 natural armor; Attack Slam (1d6)
Ability Scores: Str 8, Dex 10, Con 9, Int —, Wis 10, Cha 6
Special Qualities Low-Light Vision, Construct Traits
7th-Level Advancement
Size Large; AC +2 natural armor; Attack Bite (1d8 plus grab)
Ability Scores Str +8, Dex –2, Con +4

Big Skulltula

Skulltulas are massive arachnids that make their homes in the forests and dungeons of Hyrule. Extremely intimidating creatures, they are born with varying motif of a skull on their abdomen. Often making massive webs in their Dungeon, the Skulltula will capture almost anything to save for later. From common pots to Keese and Guay, nothing can escape the sticky webbing. A less common variant of the Skulltula is the Golden Skulltula, said to be tokens of the Skulltula’s curse.

Starting Statistics
Size Small; Speed 30 ft., 30 ft. climb; AC +0 natural armor; Attack Bite (1d4 plus poison)
Ability Scores: Str 6, Dex 17, Con 10, Int —, Wis 10, Cha 2
Special Attacks Poison (frequency 1 round (4), effect 1 Str damage, cure 1 save, Con-based DC)
Special Qualities Darkvision, Tremorsense 30ft. CMD Trip +12
4th-Level Advancement
Size Medium; AC +1 natural armor; Attack Bite (1d6 plus poison)
Ability Scores Str +4, Dex –2, Con +2
Special Qualities Web
Web (EX)
Skulltula can throw a web up to eight times/day, at a range of 50ft. Using its base attack plus dexterity bonus, it will entangle a creature until it can break or escape the web (DC 10+ 1/2 HD + Con Mod). Attempts to break the web with strength are at a -4 penalty. A web can support the creature and up to one additional creature of the same size, and can create sheets of sticky webbing up to three times their size. Creatures must succeed a DC 20 Perception check to notice a web or become trapped as though by a successful web attack. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

Bombchu

True freaks of nature, True Bomchu (upon which the bomb model Bombchu was made) are a rodent-like creature with a tail bearing package of high-explosives. When their nests are disturbed, several will swarm from the nest, igniting the package at the end of their tail with explosive consequences. This explosion does not kill the Bombchu, but instead renders them unconscious until their ordinance grows back- a process which takes 24 hours.

Starting Statistics
Size Small; Speed 40ft., Climb 20ft., Swim 20ft.; Attack bite (1d4)
Ability Scores: Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 4
Special Qualities scent.
7th-Level Advancement
Size medium; AC +1 natural armor; Attack Bite (1d8 plus trip)
Ability Scores Str +8, Dex –2, Con +4.
Special Qualities Self-Destruct
Self-Destruct (EX)
Once per day, as a standard action, the Bombchu can detonate its tail and cause a massive explosion. It deals 2d6 to everything within 5 feet of the Bombchu. After this explosion, the Bombchu takes the highest amount of damage it dealt.

Bullbo

The favored mount of Moblinoids everywhere, the Bullbo is a ferocious giant boar with blood red eyes and massive tusks. Though slower than mounts like horses, the Bullbo is much heartier and less likely to bolt if a bomb is set off near it. Bullbo are not that intelligent, and thus are not difficult to tame or aquire.

Starting Statistics
Size Medium; Speed 50ft.; Attack Gore (1d6)
Ability Scores: Str 15, Dex 10, Con 15, Int 2, Wis 13, Cha 4
Special Qualities Low-light vision, scent.
4th-Level Advancement
Size Large; AC +1 natural armor; Attack Gore (1d8)
Ability Scores Str +4, Dex –2, Con +2.
Special Qualities Ferocity, Keen Scent
Ferocity (Ex)
If reduced below 0HP, the Bullbo will continue to fight for another round as if disabled. At the end of the round, it falls prone and resumes dying as normal.

Dodongo

Dodongos are a terrifying creature, living in active volcanos and deep caves. Their scaled bodies are so strong, that it is said they can even deflect bombs. These scales are sought after by weapon and armor craftsman all across Hyrule, and if imbued in clothing can have heat warding properties.

Starting Statistics
Size Medium; Speed 30 ft.; AC +4 natural armor; Attack Bite (1d8), Tail Sweep (1d4)
Ability Scores: Str 14, Dex 16, Con 15, Int 2, Wis 10, Cha 10
Special Qualities low-light vision.
7th-Level Advancement
Size Large; AC +3 natural armor; Attack Bite (2d6), Tail Sweep (1d6 plus trip)
Ability Scores Str +8, Dex –2, Con +4 ;
Special Qualities: Breath Weapon (Fire), Resist 5/Fire
Breath Weapon (EX)
As a standard action, a number of times equal to 1 + Constitution Modifier, a Dodongo way shoot a line of flame 30 feet long that deals 1d6 fire damage. A reflex save DC 10 + Dexterity Modifier + 1/2 level will negate damage.

Dire Guay

The Dire Guay is the larger more fearsome version of the normal, crowlike Guay. With rigid plates growing on the top of its head and underbelly, the Dire Guay is much more resistant than its smaller cousin. Guay are most well known for flocking to trees, in which they hide rupees they steal from passers-by.

Starting Statistics
Size Small; Speed 10 ft., Fly 80ft (Average); AC +1 natural armor; Attack 2 Talons (1d4), Bite (1d4)
Ability Scores: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Special Qualities low-light vision
7th-Level Advancement
Size Medium; AC +2 natural armor; Attack 2 Talons (1d6), Bite (1d6)
Ability Scores Str +4, -2 Dex, Con +2.

Freezard

Freezards are a creature made out of living ice, constructs left from the ages of elementals. Though uncomfortable in areas of extreme heat, they will not melt unless touched directly by fire or are shattered- an extremely difficult task. As they go into more moist or cold areas, they assimilate the natural ingredients and grow to larger sizes. At these sizes, they gain the ability to breath frost upon their foes.

Starting Statistics
Size Medium; Speed 30ft; AC +3 natural armor; Attack Slam (1d6)
Ability Scores: Str 16, Dex 15, Con 14, Int 2, Wis 13, Cha 3
Special Qualities Vulnerability Fire, low light vision, Construct traits.
7th-Level Advancement
Size Large; AC +4 natural armor; Attack Slam (1d8)
Ability Scores Str +8, -2 Dex, Con +4.
Special Attack Breath Weapon (60ft. line, 1d6 cold, DC 10 + 1/2 HD + CON mod)
Special Qualities Resist 5/Cold

Giant Keese

Known for its variations, this Keese has grown to a massive size. Keese are found throughout the Dungeons of Hyrule, and are rarely ever founds outside of these areas (due to the local populations of actual bats). They will viciously protect their roosts, and can use their small hooked tail to hang on things, or drag up smaller prey.

Starting Statistics
Size Medium; Speed 20 ft., Fly 40ft (Good); Attacks Bite (1d6)
Ability Scores: Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6
7th-Level Advancement
Size Large; AC +3 natural armor; Attack Bite (1d8)
Ability Scores Str +8, -2 Dex, Con +4.
Special Qualities Blood Drain (1d2 Con damage if grappling foe at the end of a turn)

Gyorg

Gyorg are plated sharks that make their home in the massive Great Sea. As there is little to eat in the open sea, they will attack anything and everything that passes them by. This makes them extremely difficult to train and harness unless taken from an egg-clutch. Despite their fearsome appearance, they make lovely and kind pets if correctly trained. Food is, after all, the key to their heart.

Starting Statistics
Size Medium; Speed 10 ft., Swim 60ft; AC +4 Natural Armor; Attacks Bite (1d6)
Ability Scores: Str 17, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Special Qualities Low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack Bite (1d8 plus grab)
Ability Scores Str +2, -2 Dex, Con +2.
Special Qualities Tremorsense 30ft., Sudden Charge, Keen Scent
Sudden Charge (Ex)
When making a charge attack, a Gyorg makes a single bite attack which stops its movement. If successful, it may also attempt to grab its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the Gyorg cannot be grabbed in return.

Helmasaur
AdultJuvenile

Though imposing in appearance, the Helmasaur is an herbivore, using its large flat teeth to rip up and eat any mossy growths within the caverns and dungeons it calls home. The steel plate on a Helmasaur’s head is similar to a turtle’s shell, though made entirely of iron, and grows thicker and darker with age. Unfortunately for the Helmasaur, the plate is very easier to remove when it is a juvenile. The fully grown Helmasaur is referred to colloquially as a Helmasaurus and is a truly fearsome sight.

Starting Statistics
Size Medium; Speed 30 ft.; AC +4 natural armor; Attack Gore (1d8)
Ability Scores: Str 14, Dex 12, Con 15, Int 2, Wis 13, Cha 3
Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack Gore (2d8)
Ability Scores Str +8, Dex –2, Con +4.
Special Qualities Powerful Charge (gore damage + 2d8 on a charge), Trample.

Kangaroc

Kangaroc are giant birds that have variants based on the terrain they were born in. In The Great Sea, these birds have evolved beautiful golden tail-feathers. Most other places, they have discarded the long feathers for sleeker travel. These birds are vicious unless trained from the egg, which is notoriously difficult to find. Kangaroc prefer to hide their nests on rocky mountain-sides for this very purpose.

Starting Statistics
Size Medium; Speed 20 ft, Fly 80 ft. (Average); AC +5 natural armor; Attack 2 Talons (1d4), Bite (1d6)
Ability Scores: Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Special Qualities low-light vision
7th-Level Advancement
Size Large; AC +3 natural armor; Attack 2 Talons (1d6 plus grab), Bite (1d8)
Ability Scores Str +8, Dex –2, Con +4.
Special Qualities Rake
Rake (EX)
When the Kangaroc grapples a foe, it may gain another two free claw attacks against the creature it has grabbed- though not in the same turn it has grabbed them.

Keaton

Keatons are a race of intelligent fox-like creatures that are mischevious tricksters and love information-collecting. Though rarely seen, the Keaton is much coveted for its golden-yellow fur and rather cute figure. Commonly, it is said you will find a Keaton if you wear a likeness of it on your face, as this will trick the creature into believing that you’re a member of its kind. For this reason, finding one and training it is truly a feat to behold.

Starting Statistics
Size Small; Speed 50ft. ; AC +2 natural armor; Attack Bite (1d4)
Ability Scores: Str 13, Dex 17, Con 10, Int 5, Wis 14, Cha 6
Special Qualities low-light vision, scent.
7th-Level Advancement
Size Medium; AC +2 natural armor; Attack Bite (1d6)
Ability Scores Str +2, Dex -2, +2 Con
Special Qualities Hide in Plain Sight
Hide in Plain Sight (EX)
As a supernatural ability the Keaton can, for a number of times per day equal to 1 + Wis mod, choose to hide within the sight of others at a +5 bonus. If it succeeds, it may make attack as though no-one had seen it.

Magtail

The Magtail is a giant centipede-like insects that makes its home in the lava-infested regions of the world. Somehow, these insects have acquired the ability to completely submerge themselves in lava for an indefinite amount of time. Though they are uncomfortable in high-cold environments, the natural hot-core of their bodies makes it so they are always at a singeing temperature.

Starting Statistics
Size Medium; Speed 30 ft., Climb 20ft. ; AC +5 natural armor; Attack Bite (1d8 plus Grab)
Ability Scores: Str 14, Dex 16, Con 12, Int 1, Wis 12, Cha 8
Special Qualities low-light vision
7th-Level Advancement
Size Large; AC +3 natural armor; Attack Bite (2d6 plus grab)
Ability Scores Str +8, Dex -2, Con +4
Special Qualities Gnaw, Resist 5/Fire
Gnaw (EX)
As a move action, while a foe is grabbed the Magtail may automatically deal bite damage before rolling to re-establish the grab.

Mothula

Mothula are a moth-like insect that grows to staggering size, with the same affinity for light as its smaller cousins. Mothula are found primarily in Dungeons, though are by no means a prey species. Their larva, the Morth, cling to any nearby predator and will often suffocate them. In the wingless form, they are quick and possess the ability to climb walls. Once they have finished their short metamorphosis period, they are capable of flight.

Starting Statistics
Size Medium; Speed 30 ft., Climb 30ft.; AC +2 natural armor; Attack Slam (1d4)
Ability Scores: Str 10, Dex 15, Con 10, Int —, Wis 12, Cha 7
Special Qualities Darkvision
7th-Level Advancement
Size Large; Speed 30 ft., Fly 40ft. (Average) AC +2 natural armor; Attack Slam (1d6 plus grab)
Ability Scores Str +8, Dex -2, Con +4
Special Qualities Mandibles (1d6 secondary attack against a grabbed target), Sudden strike (may take a full attack in the surprise round).

Leever

Leevers are another plant-like species, known for living in arid climates and pursuing territorial invaders at high speeds. Though they are able to burrow through soft sand, soil, and mud, they are unable to dig through anything as hard as common stone. These creatures are dull past the simple attack trigger, so they are easy to capture and train with simple purposes.

Starting Statistics
Size Small; Speed 30ft., Burrow 40ft. ; AC +2 natural armor; Attack Pincers (1d4)
Ability Scores: Str 13, Dex 14, Con 13, Int —, Wis 11, Cha 4
Special Qualities Darkvision, All-Around Vision, Tremorsense 40ft., Plant Traits.
4th-Level Advancement
Size Medium; AC +1 natural armor; Attack Pincers (1d6)
Ability Scores Str +2, Dex -2, +2 Con

Octorok

Octoroks are a larger variant of the common octopus that have evolved to spit globdules of ink at targets it finds offensive to its habitat. These creatures are extremely territorial, and will attack anything that ranges within a few dozen meters of its current territorial lines. When captured early, they will show the same determination to protecting its owner.

Starting Statistics
Size Medium; Speed 20ft., Swim 30ft. ; AC +2 natural armor; Attack Tentacles (1d4 plus Grab)
Ability Scores: Str 12, Dex 17, Con 14, Int 2, Wis 12, Cha 3
Special Qualities low-light vision
Special Attack Ink Spit (Range 30ft., 1d4 damage and blinded for 1 round. DC 10 + 1/2 lvl + Dex mod to negate damage and blindess)
4th-Level Advancement
AC +2 natural armor; Attack Tentacle (1d6 plus grab)
Ability Scores Str +2, Dex +2
Special Attack Ink Spit (Range 50ft., 1d6 damage and blinded for Con mod rounds. DC halves damage.)

Peahat

Peahats are a relatively passive plant-like species that have developed the ability to fly, and protect themselves with blade-like roots. Though not intelligent, they possess the innate ability to protect a certain object or area, as long as it is covered in their pheromones. Thus, training them, though smelly, provides a rather obedient beast.

Starting Statistics
Size Medium; Speed Fly 60 ft. (Good); AC +2 natural armor; Attack Gore (1d6)
Ability Scores: Str 13, Dex 16, Con 15, Int —, Wis 10, Cha 6
Special Qualities low-light vision, plant traits
7th-Level Advancement
Size Large; AC +2 natural armor; Attack Gore (1d8)
Ability Scores Str +8, Dex –2, Con +4.

Tektite

Tektite are an insect with a penchant for jumping- in fact, this is their main form of travel. Hopping from place to place, they will slam their hard chitin-covered bodies against foes with little regard for themselves. Tektite come in a few color variations denoting age and, more importantly, strength in battle. Juveniles are blue, Adults are Red, and Elders (though you rarely see them at this age) have a chitin of shining Gold.

Starting Statistics
Size Small; Speed 20ft., Climb 20ft.; AC +2 natural armor; Attack Slam (1d4)
Ability Scores: Str 8, Dex 17, Con 11, Int 1, Wis 10, Cha 2
Special Qualities Darkvision 60ft., Can’t be Tripped
4th-Level Advancement
Size Medium; AC +1 natural armor; Attack Slam (1d6)
Ability Scores Str +4, Dex –2, Con +2.

Wolfos

Wolfos are similar only in appearance to normal wolves and their kin. Cunningly intelligent and able to stand for short periods on two legs, the Wolfos is an apex predator. Peircing red or green eyes watch every movement, and their claws and fangs are kept frighteningly sharp. Rumors have often spread that Wolfos are the origin of the Werewolf, but these are far-fetched at best.

Starting Statistics
Size Medium; Speed 50 ft.; AC +2 natural armor;
Attack Bite (1d6 plus trip), 2 Claw (1d4)
Ability Scores: Str 13, Dex 15, Con 15, Int 3, Wis 11, Cha 6
Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack Bite (1d8 plus trip), 2 Claw (1d6)
Ability Scores Str +8, Dex –2, Con +4.

White Wolfos

Wolfos are similar only in appearance to normal wolves and their kin, and unlike normal Wolfos, White Wolfos are suited entirely for the cold. Cunningly intelligent and able to stand for short periods on two legs, the White Wolfos is an apex predator. Peircing red eyes watch every movement, and their claws and fangs are kept frighteningly sharp. White Wolfos are naturally resistant to cold and have fur that looks similar to hard-packed snow.

Starting Statistics
Size Medium; Speed 50 ft.; AC +2 natural armor; Attack Bite (1d6 plus trip)
Ability Scores: Str 13, Dex 15, Con 15, Int 3, Wis 11, Cha 6
Special Qualities low-light vision, scent.
7th-Level Advancement
Size Large; AC +2 natural armor; Attack Bite (1d8 plus trip)
Ability Scores Str +8, Dex –2, Con +4.
Special Qualities Resist 5/Cold

Note: Much of this information is supplemented with content from Pathfinder Open Source Content.
Images are © Nintendo and The Legend of Zelda.

Animal Companions

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