The old version of the Diabolist prestige class included the stats for an imp companion and I thought it was very cool. We could let it as it was or use the stats as a blueprint for OTHER familiars-companions? Obviously the latter! I had to create some of them from scratch, though. You will see their monster stats in future books/posts.
Outsider Companion
You have acquired an extraplanar being in piace of an animal companion.
Prerequisites: Knowledge (planes) 4 ranks; Knowledge (religion) 4 ranks; animal companion with an effective druid level of 4; must worship a deity.
Benefit: You replace your animal companion with a friendly outsider that serves the same deity you worship and must have an alignment within one step of yours. Your companion is loyal to you (though ultimately loyal to your patron deity).
The companion advances in level as a normal animal companion, though its hit dice, BAB, saving throws, and skill points are calculated as per an outsider. An outsider companion can select any feats it qualifies for; it doesn’t gain bonus tricks, but acquires new abilities as it advances in level, as specified in each outsider companion’s description. You also have an empathic link with your outsider companion, as if it were a familiar.
The following outsider companions are available:
Angirasa (Lawful Good)
Starting Statistics: Size Small; Speed 20 ft., fly 60 ft. (perfect); AC +1 soul armor; Attack slam (1d3); Ability Scores Str 11, Dex 10, Con 12, Int 14, Wis 15, Cha 13; Special Attacks blinding light (once every 1d4 rounds, dazzled for 1d4 rounds, Wis-based save to negate); Languages Celestial, Common, telepathy 100 ft.;Special Qualities no breath; positive energy affinity; spell-like ability (CL 2nd, Wis-based), at will—preserve grace.
4th-Level Advancement: Ability Scores Str +2, Dex +2; AC +1 soul armor; Special Qualities formless; subjective appearance; spell-like abilities (CL 2nd, Wis-based), at will- teleport (self only),1/day- lesser plane shift (Positive Energy Plane only).
Arbiter (Lawful Neutral)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (average); AC +1 natural armor; Attack short sword (1d3); Ability Scores Str 9, Dex 16, Con 12, Int 11, Wis 11, Cha 14; Languages truespeech; Special Qualities constant vigilance; constructed; locate inevitable; spell-like abilities (CL 2nd), constant—detect chaos, 3/day—command, protection from chaos.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks electrical burst; Special Qualities spell-like ability (CL 2nd), 3/day—make whole; spell-like ability (CL 12th), 1/week—commune.
Augur (Lawful Evil)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack gore (1d4 plus bleed); Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 7; Special Attacks bleed (1d2);Languages Common, Infernal (cannot speak); Special Qualities spell-like abilities (CL 6th), constant—deathwatch,
at will—bleed, mage hand, open/close
3/day—inflict light wounds
4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +1 natural armor; Special Qualities unnerving gaze (30 ft., shaken for 1 round, Con-based DC); spell-like ability (CL 12th), 1/week—commune.
Cacodaemon (Neutral Evil)
Starting Statistics: Size Tiny; Speed 5 ft., fly 50 ft. (perfect); AC +2 natural armor; Attack bite (1d4 plus disease); Ability Scores Str 10, Dex 11, Con 11, Int 8, Wis 13, Cha 12; Special Attacks disease (onset 1 day, frequency 1/day, effect 1d2 Wis, cure 2 consecutive saves, Con-based DC); Languages Abyssal, Common, Infernal, telepathy 100 ft.;Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 3/day—lesser confusion.
4th-Level Advancement: Ability Scores Str +2, Con +2; AC +2 natural armor; Special Qualities one alternate form (polymorph, lizard, octopus, small scorpion, or venomous snake); spell-like ability (CL 6th), at will—invisibility (self only), spell-like ability (CL 12th), 1/week—commune.
Cassisian (Any Good)
Starting Statistics: Size Small; Speed fly 60 ft. (perfect); AC +1 natural armor; Attack slam (1d3); Ability Scores Str 3, Dex 9, Con 10, Int 6, Wis 11, Cha 10; Special Attacks breath weapon (15-ft. line, 1d6 cold or 1d6 fire, Ref half, usable every 1d4 rounds); Languages Celestial, Draconic, Infernal, truespeech; Special Qualities spell-like abilities (CL 3rd), constant–detect evil, know direction.
4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +2 natural armor; Special Qualities one alternate form (polymorph, Small human-like angel, dove, dog, or Tiny fish); perfect memory; spell-like abilities (CL 3rd), 1/day—aid, daylight; spell-like ability (CL 12th), 1/week—commune.
Cythnigot (Chaotic Evil)
Starting Statistics: Size Tiny; Speed 40 ft., fly 60 ft. (good); AC +1 natural armor; Attack bite (1d6 plus spores); Ability Scores Str 10, Dex 10, Con 11, Int 11, Wis 8, Cha 7; Special Attacks spores (Con-based DC); Languages Abyssal, telepathy (touch); Special Qualities spell-like abilities (CL 6th), constant—detect law, detect magic, fly.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Attacks horrific appearance (Cha-based DC); Special Qualities spell-like abilities (CL 6th), 1/day— soften earth and stone, warp wood; spell-like ability (CL 12th), 1/week—commune.
Doru (Neutral Evil)
Starting Statistics: Size Tiny; Speed 20 ft., fly 40 ft. (perfect); AC +2 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 8, Dex 15, Con 8, Int 10, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Wis, Cure 2 consecutive saves, Con-based DC); Languages Abyssal, Celestial, Infernal; telepathy 100 ft. Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 3/day—charm person.
4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +1 natural armor; Special Qualities see in darkness, spell-like abilities (CL 6th), at will—invisibility(self only), 3/day—minor image, 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.
Esipil (Neutral Evil)
Starting Statistics: Size Tiny; Speed 30 ft.;; AC +1 natural armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 8, Dex 14, Con 11, Int 9, Wis 12, Cha 12; Special Attacks bewildering assault, grab (Small), spirit touch; Languages Abyssal, Celestial, Common, Infernal; telepathy (touch);Special Qualities easy to call, emotional focus, spell-like abilities (CL 3rd), at will—cause fear, mage hand.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities change shape (tiny cat or dog; beast shape II); look of fear (Cha-based DC); spell-like ability (CL 3rd), 3/day— mirror image; 1/week—contact other plane.
Harbinger Archon (Lawful Good)
Starting Statistics: Size Tiny; Speed fly 50 ft. (perfect); AC +1 natural armor; Attack 3 blades (1d4); Ability Scores Str 6, Dex 13, Con 9, Int 10, Wis 13, Cha 12; Languages Celestial, Draconic, Infernal, truespeech; Special Qualities disassemble, spell-like abilities (CL 6th), constant—detect evil, at will—dancing lights (duration lasts until dismissed), 3/day—cure light wounds, protection from evil
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities spell-like ability (CL 12th), 1/week—commune; wrath.
Imp (Lawful Evil)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack sting (1d4 plus poison); Ability Scores Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 1 save, Con-based DC);Languages Celestial, Draconic, Infernal;Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—augury.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities one alternate form (beast shape I, boar, rat, or raven, or beast shape III, young giant spider); spell-like abilities (CL 6th), at will—invisibility (self only), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.
Lyrakien (Chaotic Good)
Starting Statistics: Size Tiny; Speed 30 ft., fly 80 ft. (perfect); Attack slam (1d2); Ability Scores Str 5, Dex 17, Con 10, Int 14, Wis 17, Cha 20; Special Attacks starlight blast; Languages Celestial, Draconic, Infernal, truespeech; Special Qualities spell-like abilities (CL 3rd), constant—detect evil, detect magic, At will—dancing lights, daze, summon instrument, ventriloquism, 1/day—cure light wounds, lesser confusion, silent image.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities traveler’s friend; spell-like ability (CL 3rd), constant— freedom of movement; spell-like ability (CL 12th), 1/week—commune.
Nosoi (Neutral)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (good); Attack bite (1d3); Ability Scores Str 8, Dex 14, Con 10, Int 11, Wis 13, Cha 16; Special Attacks haunting melody; Languages Abyssal, Celestial, Infernal; Special Qualities change shape (raven or songbird, beast shape II), spell-like ability (CL 3rd), 1/day—hide from undead.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities spell-like abilities (CL 3rd), at will—invisibility (self only), 1/day— sound burst, spell-like ability (CL 12th), 3/day—speak with dead; spirit touch.
Oozy Demodand (Chaotic Evil)
Starting Statistics: Size Small; Speed 30 ft., fly 40 ft. (average); AC +1 natural armor; Attack slam (1d3 + 1d6 acid); Ability Scores Str 8, Dex 11, Con 10, Int 7, Wis 12, Cha 10; Languages Abyssal, Celestial, Common; Special Qualities heretical soul, immune to critical hits, flanking, and sneak attacks, spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—lesser confusion.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities faith-stealing strike, spell-like ability (CL 12th), 1/week—commune.
Paracletus (Neutral)
Starting Statistics: Size Small; Speed fly 40 ft. (good); AC +1 natural armor; Attack slam (1d3 + 1d6 electricity); Ability Scores Str 6, Dex 12, Con 9, Int 11, Wis 13, Cha 12; Languages envisaging; Special Qualities extension of all, spell-like ability (CL 3rd), at will—sanctuary; void form.
4th-Level Advancement: Ability Scores Str +2, Dex +2; Special Qualities emotion aura; spell-like ability (CL 3rd), 3/day—calm emotions; spell-like ability (CL 12th), 1/week—commune.
Quasit (Chaotic Evil)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); AC +1 natural armor; Attack 2 claws (1d3 plus poison), bite (1d4); Ability Scores Str 8, Dex 12, Con 9, Int 11, Wis 12, Cha 11; Special Attackspoison (Frequency 1/round for 5 minutes, Effect 1d2 Dex, Cure 2 consecutive saves, Con-based DC); Languages Abyssal, Common, telepathy (touch); Special Qualities spell-like abilities (CL 6th), constant—detect good, detect magic, 1/day—cause fear.
4th-Level Advancement: Ability ScoresDex +2, Con+2; AC +1 natural armor; Special Qualities one alternate form (polymorph, bat, Small centipede, toad, or wolf); spell-like ability (CL 6th), at will—invisibility (self only), spell-like ability (CL 12th), 1/week—commune.
Raktavarna (Lawful Evil)
Starting Statistics: Size Tiny; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +1 natural armor; Attack bite (1d4 plus poison); Ability Scores Str 7, Dex 14, Con 13, Int 12, Wis 13, Cha 14; Special Attacks poison (Frequency 1/round for 5 minutes, effect 1d2 Wis plus modify memory, cure 1 save, Con-based DC);LanguageCommon, Infernal, Undercommon;Special Qualities spell-like abilities (CL 6th), constant—comprehend languages, detect magic, detect thoughts, 1/day—charm person.
4th-Level Advancement: Ability Scores Dex +2, Con +2; AC +1 natural armor; Special Qualities one alternate form (Tiny animated object); master’s eyes; spell-like abilities (CL 6th), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.
Shikigami (Lawful Neutral)
Starting Statistics: Size Tiny; Speed 30 ft.; AC +1 natural armor; Attack improvised weapon (1d4, 1d3 ranged); Ability Scores Str 8, Dex 11, Con 11, Int 11, Wis 17, Cha 14; Languages Common;Special Qualities improvised weapon mastery, merge with ward, spell-like abilities (CL 6th), 3/day—hide from animals, purify food and drink.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities spell-like abilities (CL 6th), at will—invisibility(self only), statue (self only), spell-like ability (CL 12th), 1/week—commune with nature.
Silvanshee (Neutral Good)
Starting Statistics: Size Tiny; Speed 30 ft., fly 90 ft. (good); AC +1 natural armor; Attack bite (1d3), 2 claws (1d2); Ability Scores Str 3, Dex 13, Con 10, Int 10, Wis 12, Cha 13; Special Attacks pounce;Languages Celestial, Draconic, Infernal, truespeech; Special Qualities cat’s luck; spell-like abilities (CL 2nd), constant—know direction, speak with animals, at will—dancing lights, prestidigitation, stabilize.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Attacks heroic strength; Special Qualities lay on hands; spectral mist; spell-like ability (CL 2nd), 1/day—dimension door (self plus 5 lbs. of objects only); spell-like ability (CL 12th), 1/week—commune.
Spirit Oni (Neutral Evil)
Starting Statistics: Size Tiny; Speed 10 ft., fly 30 ft. (good); AC +1 natural armor; Attack bite (1d4), gore (1d4 plus poison); Ability Scores Str 6, Dex 17, Con 10, Int 13, Wis 12, Cha 15; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Cha, Cure 2 consecutive saves,Con-based DC); Languages Common;Special Qualities spell-like abilities (CL 6th), constant—detect magic, At will—mage hand, 1/day—command, sleep.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities mask symbiosis, spell like ability (CL 6th), at will—invisibility (self only), spell-like ability (CL 12th), 1/week—commune.
Tripurasura (Lawful Evil)
Starting Statistics: Size Tiny; Speed 20 ft.; AC +1 insight bonus; Attack sting (1d4 plus poison); Ability Scores Str 8, Dex 12, Con 10, Int 13, Wis 15, Cha 13; Special Attacks poison (Frequency 1/round for 5 minutes, Effect 1d2 Wis, Cure 1 save, Con-based DC); Languages Common, Infernal;Special Qualities spell-like abilities (CL 6th), constant—detect magic, at will—feather fall.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities one alternate form (alter self, any Small humanoid); elusive; spell-like abilities (CL 6th), 3/day—levitate, locate object, spider climb; spell-like ability (CL 12th), 1/week—commune.
Voidworm (Chaotic Neutral)
Starting Statistics: Size Tiny; Speed 20 ft., fly 50 ft. (perfect); Attack bite (1d3), tail slap (1d3 plus confusion); Ability Scores Str 7, Dex 15, Con 8, Int 8, Wis 8, Cha 13; Special Attacks confusion (1 round, Cha-based DC); Languages Common, Protean;Special Qualities spell-like abilities (CL 6th), constant—detect law, at will—dancing lights, ghost sound, prestidigitation, 3/day—obscuring mist.
4th-Level Advancement: Ability Scores Dex +2, Con +2; Special Qualities one alternate form (beast shape II, any Tiny animal); spell-like abilities (CL 6th), 3/day—blur (self only), 1/day—suggestion; spell-like ability (CL 12th), 1/week—commune.