Plant Companions are the flora-based equivalent of Animal Companions, available to Flora Path Druids. They follow the same advancement rules as Animal Companions but possess plant-based abilities and characteristics.

Plant Companion Rules

  • Follow all standard Animal Companion rules for commands, healing, death, and limitations
  • Advancement: Same as Animal Companions - +5 to any skill each level, damage/DR upgrades at levels 7/12/17
  • Intelligence: Plant-level intelligence - can understand complex commands but lack animal instincts
  • Special Traits: Immune to poison and disease, don’t require food (photosynthesize in sunlight)

Offense Plant Companions

NameHDDamagePrimaryMoveSpecials
Thorn Stalkerd61d8Melee, Agility, Thievery6 hexesPoison Strike, Stealth Roots, Thorn Camouflage
Vine Stranglerd61d8Melee, Athletics, Perception6 hexesRoot Network, Constricting Vines, Pack Tactics
Spike Throwerd61d8Ranged, Endurance, Athletics6 hexesThorn Volley, Barbed Armor, Spike Regeneration

Thorn Stalker

(Plant equivalent of Large Cat) Size: Medium
Skills: Melee/Agility/Thievery (Primary 40), Endurance/Willpower/Perception/Insight/Athletics (Secondary 30)
Special Abilities:

  • Poison Strike: Attacks inflict 1 Persistent Poison damage per round
  • Stealth Roots: Advantage on Thievery checks when motionless for more than one round
  • Thorn Camouflage: Can change coloration to match surroundings, +10 to Thievery in natural environments

Vine Strangler

(Plant equivalent of Wolf) Size: Medium
Skills: Melee/Athletics/Perception (Primary 40), Agility/Endurance/Willpower/Insight/Thievery (Secondary 30)
Special Abilities:

  • Root Network: Can sense vibrations through ground within 10 hexes when stationary
  • Constricting Vines: Successful attacks can grapple target as free action (once per round)
  • Root Bond: When within 3 hexes of trainer, both gain +5 to attack same target

Spike Thrower

(Plant equivalent of Wolverine) Size: Medium
Skills: Ranged/Endurance/Athletics (Primary 40), Melee/Agility/Willpower/Perception/Insight (Secondary 30)
Special Abilities:

  • Thorn Volley: Can make ranged attacks up to 8 hexes with thorns
  • Barbed Armor: Enemies that hit with melee attacks take 1d4 damage from defensive spines
  • Spike Regeneration: Regrows spent thorns; unlimited ammunition for ranged attacks

Defense Plant Companions

NameHDDamagePrimaryMoveSpecials
Bark Guardiand81d6Melee, Endurance, Athletics5 hexesVine Tools, Branch Reach, Living Fortress
Root Anchord81d6Melee, Endurance, Willpower4 hexesImmovable, Earth Bond, Protective Canopy
Thorn Shieldd81d6Melee, Endurance, Athletics6 hexesSpine Wall, Charging Thorns, Defensive Growth

Bark Guardian

(Plant equivalent of Ape) Size: Medium
Skills: Melee/Endurance/Athletics/Willpower/Perception (Primary 40), Agility/Insight/Thievery (Secondary 30)
Special Abilities:

  • Hardened Bark: Can spend 1 AP to gain +2 DR until start of next turn, but movement is halved while active (cannot be used if already active)
  • Branch Reach: Can melee attack enemies 2 hexes away at Disadvantage
  • Living Fortress: Can root in place to gain +3 DR and provide cover for adjacent allies

Root Anchor

(Plant equivalent of Bear) Size: Medium
Skills: Melee/Endurance/Willpower/Athletics/Agility (Primary 40), Perception/Insight/Thievery (Secondary 30)
Special Abilities:

  • Immovable: Immune to forced movement when rooted (can root/unroot as 1 AP action)
  • Earth Bond: +2 damage when fighting on natural ground
  • Protective Canopy: Can extend branches to grant +1 DR to all adjacent allies

Thorn Shield

(Plant equivalent of Boar) Size: Medium
Skills: Melee/Endurance/Athletics/Willpower/Perception (Primary 40), Agility/Insight/Thievery (Secondary 30)
Special Abilities:

  • Spine Wall: Can extend defensive thorns to block one attack per round (functions as Block reaction for trainer)
  • Charging Thorns: +1 damage die when moving at least 3 hexes before attacking
  • Defensive Growth: When below half HP, grows additional spines granting +1 DR

Utility Plant Companions

NameHDDamagePrimaryMoveSpecials
Moss Creeperd61d6Athletics, Agility, Thievery, Perception, Insight6 hexesSqueeze, Spore Trail, Camouflage Moss
Spore Drifterd61d6Perception, Insight, Thievery, Agility, Willpower8 hexesSpore Communication, Aerial Scout, Toxin Cloud
Vine Whipd61d6Athletics, Perception, Agility, Endurance, Thievery6 hexesConstricting Coils, Reach Manipulation, Poison Sap

Moss Creeper

(Plant equivalent of Fox) Size: Small
Skills: Athletics/Agility/Thievery/Perception/Insight (Primary 40), Endurance/Willpower/Melee (Secondary 30)
Special Abilities:

  • Squeeze: Can move through spaces as small as 6 inches without penalty
  • Spore Trail: Can leave invisible spore trail that only trainer can detect for 24 hours
  • Camouflage Moss: Can change color and texture to match surroundings perfectly when motionless

Spore Drifter

(Plant equivalent of Raven) Size: Small
Skills: Perception/Insight/Thievery/Agility/Willpower (Primary 40), Endurance/Athletics/Melee (Secondary 30)
Special Abilities:

  • Spore Communication: Can send simple messages via spores to trainer within 1 mile
  • Aerial Scout: Can drift on air currents, moving vertically up to 20 feet and gliding horizontally
  • Toxin Cloud: Once per day, release spores that cause Confusion for 3 rounds in 2-hex area

Vine Whip

(Plant equivalent of Snake) Size: Medium
Skills: Athletics/Perception/Agility/Endurance/Thievery (Primary 40), Melee/Willpower/Insight (Secondary 30)
Special Abilities:

  • Constricting Coils: Grappled targets take 1d4 damage at start of their turn
  • Reach Manipulation: Can manipulate objects and attack at range 2 with vine appendages
  • Poison Sap: Attacks inflict 1 Persistent Poison damage per round; can coat weapons with sap (3 uses per day)