Introduction
Monster Vault 2 expands the animal side of Tales of the Valiant in a useful way. It adds appendix creatures for familiars, summons, mounts, and battlefield utility, plus several trained or trainable creatures in the main bestiary. Player's Guide 2 then turns several of those options into easier table-facing references: Beast Forms, Potent Forms, familiars, Pact of the Chain familiars, steeds, combat animals, creature training, and Mystic Steed options. This guide also includes applicable animal-ally creatures from the appendix of The Old Margreve, mounted-play support from Book of Blades, and maze-travel allies, familiars, and summons from Labyrinth Worldbook. It sorts those options by what players usually need at the table: mounts, companions, summonable beasts, familiars, mounted character support, travel summons, and utility creatures.
Every creature data point in this guide is labeled by source. (Monster Vault 2) means the creature, trait, or access note comes from Monster Vault 2. (Player's Guide 2) means the option is confirmed, expanded, or made easier to use by Player's Guide 2. (The Old Margreve) means it comes from the appendix of The Old Margreve. (Book of Blades) means the option comes from Book of Blades, usually as mounted-play support rather than a new summonable Beast. (Labyrinth Worldbook) means the option comes from Labyrinth Worldbook, usually as a maze-travel creature, familiar sidebar, or non-Beast summon.

Ratings
- ● Fantastic - Build around this.
- ● Good - Strong in the right party or campaign.
- ● Situational - Useful, but access or terrain matters.
- ● Avoid - Usually not worth building around.
Quick Picks
| Need | Best Pick | Source | Why |
|---|---|---|---|
| Best ordinary mount | Cavalry Camel | Monster Vault 2 | Large Beast, CR 1/2, barding, desert movement, blinding spit, rider-protecting kick. |
| Best Small-rider combat mount | War Pig | Monster Vault 2 | Medium Beast, CR 1/2, charge knockdown, smell-based Perception, frighten squeal. |
| Best familiar expansion | Giant Honey Bee | Monster Vault 2 | Explicitly allowed as an optional familiar, flies, poisons, and has a defensive reaction. |
| Best stealth familiar | Opossum | Monster Vault 2 | Tiny optional familiar with climb speed, smell tracking, darkvision, and feign death. |
| Best nuisance familiar | Skunk | Monster Vault 2 | Tiny optional familiar with burrow speed, darkvision, smell tracking, and spray. |
| Best summonable bruiser | Giant Hedgehog | Monster Vault 2 | Large Beast, CR 1, prone rider, reactive defense, and punishment for melee attackers. |
| Best summonable flyer | Hammerbill Goose | Monster Vault 2 | Medium Beast, CR 1, fly 50 ft., dive knockdown, and reaction frighten. |
| Best forest scout summon | Great Gray Owl | The Old Margreve | Small Beast, CR 1, fly 60 ft., darkvision 120 ft., Flyby, and very strong stealth. |
| Best low-CR control summon | Grove Bear | The Old Margreve | Medium Beast, CR 1/4, claws grapple and Pin can restrain a grappled target. |
| Best aquatic control ally | Giant Axolotl | Monster Vault 2 | Large Beast, CR 3, swim speed, grapple, swallow, pull, and regeneration. |
| Best forest travel mount | Margreve Stag | The Old Margreve | Large Beast, CR 1/2, speed 50 ft., strong jumping, and bonus-action repositioning. |
| Best bramble beast option | Bramble Giant Wolf Spider | The Old Margreve | Plant version of a Giant Wolf Spider with stealth, climb, poison, tremorsense, and Thorn Body. |
| Best class-feature mount | Bonded Horse | Book of Blades | Equine Soul Monk mount with scaling HP, telepathic commands, Trampling Charge, and rider-protecting movement. |
| Best mounted build support | Fell Rider | Book of Blades | Heroic endowment that lets mounted characters knock smaller foes prone, splash damage near a weapon hit, and move the mount as a bonus action. |
| Best horse-focused origin support | Horse Lord Heritage | Book of Blades | Adds Animal Handling support, land vehicle and trapper tool proficiency, and a trained horse boost after a long rest. |
| Best mount protection item | Armor of the Paired Heart | Book of Blades | Matching rider armor and barding let the rider split damage taken by the mount and ignore rider weight for carrying capacity. |
| Best mount mobility item | Saddle of Flying | Book of Blades | Gives a ridden mount a flying speed equal to its walking speed for limited daily aerial mobility. |
| Best Labyrinth story mount | Trail Snail | Labyrinth Worldbook | Medium Monstrosity, CR 2, climb speed, force immunity, barrier-eating movement, and dispelling slime. |
| Best Labyrinth familiar | Light Drake | Labyrinth Worldbook | Tiny Dragon familiar lead with fly 60 ft., light magic, radiant breath, and sacred flame support for its companion. |
| Best Labyrinth travel summon | Conjure Ferryman | Labyrinth Worldbook | 3rd-circle spell that summons a ferry spirit and boat for water travel, with Styx travel when upcast. |
| Best legality reference | PG2 Reference Tables | Player's Guide 2 | Collects Beast Forms, Potent Forms, familiars, Pact of the Chain familiars, and steeds in one place. |
| Best downtime upgrade | Creature Training | Player's Guide 2 | Gives trained creatures Agility, Combat, Conditioning, Mount, Obedience, or Skill benefits through downtime. |
| Best Beast/Plant support class | Nature Cleric | Player's Guide 2 | Domain spells, Nature's Protection, and Guide the Untamed make Beasts, Plants, and Animal-tag creatures stronger campaign assets. |
| Best summon-support subclass | Fey Druid | Player's Guide 2 | Seelie Spirit is not an animal, but it supports summoned creatures with repeatable save, attack, mobility, charm, restrain, and retaliation play. |
| Best expedition ranger support | Trailblazer Ranger | Player's Guide 2 | Expert Guide, Skirmisher's Mobility, water breathing, freedom of movement, and feathered flock support creature-led travel and scouting. |
| Best message animal | Homing Pigeon | Player's Guide 2 | Tiny Beast, CR 0, fly 50 ft., remembers up to three humanoids or locations, and resists exhaustion while carrying a message. |
| Best tracker companion | Hunting Hound | Player's Guide 2 | Small Beast, CR 1/4, advantage to track by scent, very strong hearing/smell Perception, grapple bite, and flushing bark. |
| Best siege war animal | Oliphaunt Warbeast | Player's Guide 2 | Huge Beast, CR 6, massive carrying capacity, Trampling Charge, Trunk Sweep, and double damage to objects and structures. |
| Best Paladin expansion | Mystic Steed | Player's Guide 2 | Paladin heroic boon upgrades find steed into action casting and opens special forms like griffon, pegasus, rampede, and hippalektryon. |
| Best story mount | Scaled War Weasel | Monster Vault 2 | CR 5 mount and warrior with burrow speed, Protect Rider, tunneling, acid, and pounce. |
| Best swamp mount | Mudcrawler | Monster Vault 2 | Large Monstrosity, CR 3, swim 60 ft., water walking, grapples, and charge. |
| Best party transport creature | Wooly Hippopotamus | Monster Vault 2 | Huge Beast, CR 4, safely carries creatures in its mouth and can protectively scoop allies. |
Access Tiers
| Tier | Creatures | Source | Use Case |
|---|---|---|---|
| Optional familiars | Giant Honey Bee, Opossum, Skunk | Monster Vault 2 | Create familiar, find familiar, Wildlife Bard, Witch, Pact of the Chain, Wizard rituals. |
| Conjure Animals candidates | Cavalry Camel, Giant Hedgehog, Hammerbill Goose, Giant Honey Bee, Swarm of Bees, Giant Skunk, War Pig | Monster Vault 2 | Beast summons when the spell, GM, and terrain support the choice. |
| Conjure Animals candidates | Alligator, Alligator Turtle, Bull, Forest Falcon, Giant Bombardier Beetle, Giant Leech, Giant Mongoose, Great Gray Owl, Grove Bear, Howler Baboon, Margreve Hound, Margreve Stag, Strossen Bat, Tsuchinoko | The Old Margreve | Forest, wetland, scout, control, and nuisance Beast summons when the GM allows the source. |
| Practical mounts | Cavalry Camel, War Pig, Feymount Raccoon | Monster Vault 2 | Overland travel, Small rider builds, wilderness parties, mounted skirmishes. |
| Practical mounts | Bull, Margreve Stag | The Old Margreve | Mundane charge body or fast forest travel mount. |
| Class-feature mount | Bonded Horse | Book of Blades | Equine Soul Monk feature. Strong for that subclass, but not a generic mount purchase or summon target. |
| Mounted character support | Horse Lord Heritage, Fell Rider, mount gear, mount magic items | Book of Blades | Makes ordinary and story mounts more durable, mobile, and relevant for characters built around mounted play. |
| Labyrinth familiar leads | Light Drake, Widross | Labyrinth Worldbook | Familiar sidebars for tables that allow unusual Dragon or Fiend familiars. Not Beast summon targets. |
| Labyrinth travel allies | Trail Snail, Conjure Ferryman | Labyrinth Worldbook | Maze travel, water travel, barrier-breaking expeditions, and story access rather than ordinary animal purchasing. |
| Labyrinth combat summons | Conjure Minor Voidborn | Labyrinth Worldbook | Aberration or Fiend summons. Relevant to summon guides, but outside animal-ally and Beast-summon assumptions. |
| PG2 Beast Form references | War Pig, Hammerbill Goose, Giant Opossum, Feymount Raccoon, Nightwing, and other MV2-listed forms | Player's Guide 2 | Official reference-table support for Druid Beast Forms, with Potent Forms separated for Shifter-style access. |
| PG2 familiar references | Giant Honey Bee, Opossum, Skunk, pelagic dragonette, eldritch sable, fire cat, flitkith, gluckshund, musculi, searsprite, MV2 mephits | Player's Guide 2 | Confirms standard familiar and Pact of the Chain lanes for many Monster Vault 2 options. |
| PG2 steed references | Camel, Cavalry Camel, Elk, War Horse, Mastiff, Pony, War Pig | Player's Guide 2 | Common creatures eligible as steeds, including find steed-style use. |
| PG2 combat animals | Cavalry Camel, Homing Pigeon, Hunting Hound, Oliphaunt Warbeast, War Pig | Player's Guide 2 | Trained animals with prices, handlers, and battlefield command assumptions. |
| PG2 creature training | Agility, Combat, Conditioning, Mount, Obedience, Skill | Player's Guide 2 | Downtime route for turning a creature in your care into a more reliable mount, helper, scout, or combat animal. |
| PG2 class support | Nature Cleric, Fey Druid, Trailblazer Ranger, Summoner Wizard, Mystic Steed Paladin | Player's Guide 2 | Class and subclass features that support animal allies, summons, mounts, exploration parties, and creature-heavy campaigns. |
| PG2 facility support | Creature care costs, training DCs, handlers, stables, and animal-focused facilities | Player's Guide 2 | Campaign infrastructure for keeping mounts and companions alive between adventures instead of replacing them every arc. |
| Story mounts | Mudcrawler, Rampede, Scaled War Weasel, Pyroclasm | Monster Vault 2 | Culture-specific, terrain-specific, or non-Beast mounts that need GM permission. |
| Party utility creatures | Giant Axolotl, Giant Millipede, Nightwing, Oliphaunt, Giant Opossum, Tress Lizard, Wooly Hippopotamus | Monster Vault 2 | Summons, class-feature allies, bramble beast targets, or GM-granted companions. |
| Party utility creatures | Bramble Beast template, Bramble Giant Badger, Bramble Giant Wolf Spider, Giant Frilled Lizard | The Old Margreve | Forest-specific story allies, bramble beast options, and higher-CR utility creatures. |
Optional Familiars
For full familiar rankings, class-by-class familiar access, Pact of the Chain special forms, and tactical advice, see the Best Familiars Guide. This section covers the source-labeled expansion options in brief.
Monster Vault 2 explicitly says the GM can add giant honey bee, opossum, and skunk to the animal forms available through create familiar or find familiar (Monster Vault 2). Giant honey bee is the standout for combat familiar play - it flies, poisons, and has a defensive reaction. Opossum is the cleanest all-purpose pick with climb speed, darkvision, smell, and Feign Death. Skunk is useful for tracking and disruption.
Monster Vault 2 also includes explicit familiar sidebars for pelagic dragonette, eldritch sable, fire cat, flitkith (cloth, metal, and wood variants), gluckshund, musculi, and searsprite - as well as glass, sludge, and storm mephit concepts (Monster Vault 2). Treat these as campaign-permission familiars or Pact of the Chain expansions rather than default ritual options. Labyrinth Worldbook adds light drake and widross as familiar leads, both covered in the Labyrinth section below.
Player's Guide 2 Animal Ally Rules
Player's Guide 2 is useful here because it gives GMs and players a cleaner permission layer for animal-adjacent play. It does not make every Monster Vault 2 creature a casual purchase or automatic summon target, but it does collect the legal-looking reference tables and downtime systems that animal-heavy characters keep asking for (Player's Guide 2).
Use the Best Familiars Guide, Best Wild Shape Forms, Druid Spells Guide, and Paladin Guide when you need class-specific rankings.
PG2 Reference Tables ●
Source: Player's Guide 2 Role: Legality reference for forms, familiars, and steeds Stats that matter: Beast Forms, Potent Forms, standard familiars, Pact of the Chain familiars, and steed stat blocks.
The strongest PG2 contribution is boring in the best way: it tells you what belongs in which bucket. The Beast Forms table confirms several Monster Vault 2 creatures as Wild Shape options, including opossum, skunk, war pig, cavalry camel, giant honey bee, hammerbill goose, giant opossum, rattus eel, giant skunk, feymount raccoon, and nightwing (Player's Guide 2).
The Potent Forms table then separates higher-impact or nonstandard picks for Shifter-style access, including hellworm, owlbear hatchling, manax, eldritch sable, juvenile owlbear, rampede, voltaic newt, hippalektryon, giant axolotl, giant millipede, mudcrawler, wooly hippopotamus, tress lizard, brachysnatch, oliphaunt warbeast, and sidhe ox (Player's Guide 2).
The hot take: PG2 makes the optimizer conversation less annoying. Instead of arguing whether every weird MV2 stat block "should" count, start with the table, then ask the GM only about campaign exceptions.
Standard and Chain Familiars ●
Source: Player's Guide 2 Role: Familiar access confirmation Stats that matter: Giant honey bee, opossum, and skunk are standard familiar options; multiple MV2 creatures appear in the Pact of the Chain familiar table.
PG2 reinforces the Monster Vault 2 animal familiar trio: giant honey bee, opossum, and skunk are listed with the standard familiar options (Player's Guide 2). That makes them easier to recommend for create familiar, find familiar, Wildlife Bard, Witch, Wizard, and ritual-heavy characters.
For Pact of the Chain style play, PG2 lists several Monster Vault 2 options: pelagic dragonette, eldritch sable, fire cat, flitkith variants, gluckshund, glass mephit, sludge mephit, storm mephit, musculi, and searsprite (Player's Guide 2). Some still have special requirements in their monster entries, so the table is a permission lead, not a blank check.
Steeds and Mystic Steed ●
Source: Player's Guide 2 Role: Paladin mount expansion and steed eligibility Stats that matter: PG2 steed table includes camel, cavalry camel, elk, war horse, mastiff, pony, and war pig; Mystic Steed expands Paladin find steed forms.
The PG2 steed table is modest but important. It makes cavalry camel and war pig easy to point at when a player asks what counts as a common steed option (Player's Guide 2). War pig is the standout for Small riders; cavalry camel is the practical Large mount with a defensive reaction and desert package.
The bigger Paladin hook is Mystic Steed, a 10th-level heroic boon that teaches a stronger find steed ritual, lets the Paladin cast it as an action without material components, and adds special forms such as dire wolf, griffon, hippogriff, pegasus, rhinoceros, saber-toothed tiger, hippalektryon, and rampede. With GM approval, it can also choose another Medium or Large Beast or Animal-tag creature of CR 2 or lower (Player's Guide 2).
The hot take: Mystic Steed is the cleanest way to make a Paladin mount feel like a class feature instead of a disposable horse. It also makes the Paladin Guide and this guide overlap more than they used to.
Creature Training ●
Source: Player's Guide 2 Role: Downtime upgrade system for mounts, pets, scouts, and combat animals Stats that matter: One-week increments, WIS (Animal Handling), stable/facility requirement, care costs, and training benefits.
Creature Training gives animal-heavy campaigns a rules-backed downtime route. A creature in your care can be trained over weeks if you have access to a proper stable or similar facility. The activity is built first for Beasts and creatures with the Animal tag, while other creature types require GM discretion and may need special facilities (Player's Guide 2).
The benefits are the important part:
| Training Benefit | Best Use |
|---|---|
| Agility | Adds 5 feet to one movement speed. Great for mounts, scouts, climbers, and swimmers. |
| Combat | Lets the creature use the Combat Animals rules. Required before a pet becomes war-ready. |
| Conditioning | Adds 10 HP. Boring, excellent, and usually the first durability upgrade. |
| Mount | Lets an appropriately sized creature work as a mount with proper equipment. |
| Obedience | Advantage on Animal Handling checks and better command reliability. |
| Skill | Gives advantage on one supported skill, such as Perception, Stealth, or Survival. |
The cost math is the part most players miss. Beast upkeep is cheap, while Animal-tag creatures are expensive enough to become a campaign decision (Player's Guide 2).
| Creature Type and Size | Weekly Care Cost |
|---|---|
| Tiny or Small Beast | 5 sp |
| Medium or Large Beast | 1 gp |
| Huge Beast | 5 gp |
| Large or smaller Animal-tag creature | 15 gp |
| Huge or larger Animal-tag creature | 30 gp |
The training DC starts at 10 + the creature's highest ability score modifier, then the GM can adjust it for type, CR, and intelligence. A creature can learn a number of training benefits up to its PB, with a minimum of two benefits (Player's Guide 2).
The hot take: Obedience and Conditioning are the real table-smoothers. Extra speed is fun, but the mount that does not panic and does not die to one area effect is the mount the campaign will actually keep using.
Combat Animals ●
Source: Player's Guide 2 Role: Battlefield-ready trained animals Stats that matter: A handler commands a combat-trained animal with an action and a DC 10 WIS (Animal Handling) check; combat-trained animals can learn up to four handlers.
PG2 formalizes combat animals as Beasts trained for war. Unlike ordinary animals, they know who is friendly in battle and do not simply flee because fighting starts. A handler can command a trained animal to Attack, Dash, Disengage, Dodge, Help, Hide, or Use an Object with an action and a DC 10 WIS (Animal Handling) check (Player's Guide 2).
| Combat Animal | Use |
|---|---|
| Cavalry Camel ● | Best ordinary Large war mount in this guide. Protective reaction, sand movement, and blind rider threats. |
| Homing Pigeon ● | Campaign utility, courier missions, split-party logistics, and faction play. |
| Hunting Hound ● | Tracker, flusher, low-level companion, and inexpensive trained animal. |
| Oliphaunt Warbeast ● | Siege beast and battlefield centerpiece. Too big, costly, and loud for normal adventuring. |
| War Pig ● | Compact combat mount and cavalry-disruption animal, especially for Small riders. |
Homing Pigeon ●
Source: Player's Guide 2 Role: Courier animal, faction logistics, low-cost mission tool Stats that matter: Tiny Beast, CR 0, fly 50 ft., remembers up to three humanoids or locations, resistant to exhaustion while carrying a message tube.
Homing pigeon is not a combat pick. It is a campaign tool for parties that care about bases, retainers, army movement, faction networks, and split objectives (Player's Guide 2). It is cheap enough to matter at low levels and practical enough to keep mattering when the party starts operating across larger territory.
Hunting Hound ●
Source: Player's Guide 2 Role: Tracker companion, low-level combat animal, scout support Stats that matter: Small Beast, CR 1/4, speed 40 ft., advantage on Survival checks to track, heightened hearing and smell, grapple bite, Flushing Bark.
Hunting hound is the cleanest new PG2 "normal adventuring animal." It tracks, flushes hidden or covered enemies, and can grapple Medium or smaller targets with its bite (Player's Guide 2). It is not as flashy as a magical familiar or monster mount, but it fits the campaigns where Rangers, guards, bounty hunters, and wilderness parties actually need a dog that works.
Oliphaunt Warbeast ●
Source: Player's Guide 2 Role: Siege animal, army asset, high-impact story mount Stats that matter: Huge Beast, CR 6, 133 HP, speed 40 ft., resistant to bludgeoning, frightened, and prone; Siege Monster; Trampling Charge; Trunk Sweep.
Oliphaunt warbeast is not a practical dungeon companion. It is a siege unit with a price tag and footprint to match (Player's Guide 2). When the campaign is about armies, fortifications, battlefield logistics, or defending a keep, it becomes relevant. In an ordinary cave crawl, it is a problem wearing tusks.
The hot take: oliphaunt warbeast is a GM-facing reward or war asset, not a player-facing pet. Letting a party own one is less like buying a mount and more like adding a mobile siege engine to the campaign economy.
Book of Blades Mounted Support
Book of Blades does not function like a new animal appendix. Its animal-ally value is concentrated in mounted character support: an Equine Soul Monk bonded horse, Horse Lord heritage tools, the Fell Rider heroic endowment, specialized mount gear, and magic items for riders and mounts (Book of Blades).
That distinction matters. A bonded horse is not a generic animal purchase, Fell Rider is not a creature option, and a Saddle of Flying does not make a mount a summon target. Use this section when the party is already building around mounts or when the GM wants mounted characters to matter for more than travel.
Bonded Horse ●
Source: Book of Blades Role: Equine Soul Monk class-feature mount Stats that matter: Large Beast, AC 11 + PB, HP equal to 5 times monk level, speed 60 ft., d10 Hit Dice equal to monk level, telepathic bond within 1 mile, Trampling Charge, Hooves, Trained Shift.
Bonded horse is the cleanest Book of Blades animal ally because it is an actual companion stat block. The Equine Soul Monk bonds with a horse through a 1-hour ritual, shares telepathic thoughts with it within 1 mile, and commands it in combat without spending an action. It shares the monk's initiative and acts immediately after the monk (Book of Blades).
The horse scales better than a normal bought mount: its HP is tied to monk level, it has Hit Dice for short rests, and it recovers all HP on a long rest. Its Trampling Charge can knock a target prone after a 20-foot straight-line move and set up a bonus-action Hooves attack. Trained Shift helps the rider resist being knocked prone or dismounted (Book of Blades).
This is Fantastic for Equine Soul Monks and mostly irrelevant for everyone else. Several subclass benefits care about the bonded horse not wearing barding, so do not assume that heavier armor is always the right upgrade.
Horse Lord Heritage ●
Source: Book of Blades Role: Horse-focused heritage support Stats that matter: Expert Trainer, Clansman, Master of Horse.
Horse Lord heritage is not an animal ally by itself, but it makes a horse-dependent character more reliable. Expert Trainer lets you choose one horse after 1 hour as part of a long rest. Until your next long rest or until you train another horse, that horse adds your PB to its HP maximum and DEX saves (Book of Blades).
Clansman adds Animal Handling plus either Perform or Survival, and gives advantage on Animal Handling checks to calm horses. Master of Horse adds trapper tools and land vehicles. This is strongest for Paladins, Rangers, Equine Soul Monks, and any campaign where horses are a real resource instead of background dressing (Book of Blades).
Fell Rider ●
Source: Book of Blades Role: Mounted heroic endowment Stats that matter: Requires Animal Handling proficiency; functions while mounted and not incapacitated.
Fell Rider is a mounted build accelerator if your table uses heroic endowments. While mounted, you can ride your mount through the space of a creature smaller than the mount and force a DC 15 STR save or knock it prone. When you hit with a weapon attack, each creature within 5 feet of the target takes damage equal to your STR modifier, minimum 1. You can also use a bonus action to move your mount up to half its speed (Book of Blades).
This is not a creature option, but it dramatically changes how valuable a mount feels in combat. It is especially strong with Large mounts, reach weapons, charge creatures, and characters who want to keep moving instead of standing in a static front line.
Best Book of Blades Mount Gear
| Gear | Source | Best Use |
|---|---|---|
| Cold Weather Tack | Book of Blades | Gives the mount advantage on CON saves caused by cold weather. |
| Warm Weather Tack | Book of Blades | Gives the mount advantage on CON saves caused by warm weather and diseases spread by biting insects. |
| Courier's Bag | Book of Blades | Water-resistant saddle storage with a lock, useful when the mount is part of scouting or courier play. |
| Hobbles | Book of Blades | Limits mount movement to 10 feet while hobbled. Useful for camp security and horse-management scenes. |
| Howdah | Book of Blades | Lets Large or Huge mounts carry multiple riders and grants half cover against attacks from lower elevation. |
| Aerial Saddle | Book of Blades | Lets a rider mount or dismount an aerial mount as an action and automatically succeed on DEX checks and saves to remain mounted. |
| Quick-Release Mechanism | Book of Blades | Adds an emergency reaction dismount option to an aerial saddle. |
| Bubble Saddle | Book of Blades | Enclosed saddle for burrowing or underwater mounts with 4 hours of breathable air. |
| Parachute | Book of Blades | Reaction deployment that can reduce falling damage after a DEX (Acrobatics) check. |
| Signal Flags | Book of Blades | Practical party communication from mounted scouts, flyers, and battlefield riders. |
| Smoke Bomb | Book of Blades | Creates a 30-foot-radius heavily obscured area for escape, repositioning, or mounted cover. |
Best Book of Blades Mount Magic Items
| Magic Item | Source | Best Use |
|---|---|---|
| Armor of the Paired Heart ● | Book of Blades | Matching rider armor and barding. The rider can split damage taken by the mount, and rider weight does not count against the mount's carrying capacity. |
| Saddle of Flying ● | Book of Blades | Gives the ridden mount a flying speed equal to its walking speed for limited daily use. Campaign-changing for grounded mounts. |
| Right-Sizing Saddle ● | Book of Blades | Shrinks a mount by one size category without reducing speed or carrying capacity. Excellent for fitting large mounts into tighter spaces. |
| Bridle of Calling ● | Book of Blades | Calls a mount from up to 10 miles away once per day, letting it know your direction and distance. |
| Bridle of Handling ● | Book of Blades | Grants Animal Handling proficiency while controlling the mount, or doubles PB if you are already proficient. |
| Blanket of the War Steed ● | Book of Blades | Improves mount saves, protects against fear while ridden, and grants initiative temp HP. |
| Banner of the Horse Lord ● | Book of Blades | Mass-mounted combat item: allied mounts nearby resist fear, move faster, and hit/save better for a short window. |
| Ironhide Barding ● | Book of Blades | +1 half-plate barding with a once-per-long-rest resistance mode against nonmagical bludgeoning, piercing, and slashing damage. |
| Horseshoes of Traveling ● | Book of Blades | Gives a horse or similar creature a secondary burrow, climb, or swim speed. Powerful but random. |
| Thundering Horseshoes ● | Book of Blades | Adds thunder damage to hoof attacks and can unleash a fear burst after mounted movement. Best on hoof-attack mounts. |
| Infernal Bit ● | Book of Blades | Lets the mount exhale a short-rest fire cone. Flashy, but not every table wants infernal mount flavor. |
| Hallowed Feedbag ● | Book of Blades | One-use poison and disease cleanse for a mount. Useful insurance, not a build centerpiece. |
Labyrinth Worldbook Travel Allies and Summons
Labyrinth Worldbook is not another animal appendix. Its strongest contributions to this guide are maze-specific: a trained trail snail can change how a party moves through barriers, light drake and widross sidebars add unusual familiar options, and the new conjuration spells are travel or extraplanar summon tools rather than Beast calls (Labyrinth Worldbook).
Trail Snail ●
Source: Labyrinth Worldbook Role: Labyrinth story mount, siege support, barrier-breaker Stats that matter: Medium Monstrosity, CR 2, 54 HP, speed 20 ft., climb 20 ft., force immunity, keensense 60 ft., exhaustion and frightened resistance, Rainbow Ward, Path Maker, Dispelling Slime, Energy Absorption.
Trail snail is the Labyrinth Worldbook standout for animal-ally play. It is explicitly described as difficult to handle, but trained trail snails are valuable enough that some smallfolk families make fortunes from them (Labyrinth Worldbook). That tells you the access model: this is a trained specialist mount or expedition asset, not a normal stable purchase.
Mechanically, its value is not speed. It is route control. Path Maker lets it chew through objects and structures, ignore damage thresholds for that chewing damage, and move through magical barriers like difficult terrain (Labyrinth Worldbook). Dispelling Slime can end magical effects it hits and can temporarily suppress non-artifact magic items after sustained contact (Labyrinth Worldbook).
Use trail snail when the campaign cares about sieges, sealed doors, magical wards, living mazes, or desperate retreats. Do not sell it to the party as a combat mount unless the player understands that 20-foot speed and difficult handling are part of the package.
Light Drake ●
Source: Labyrinth Worldbook Role: Unusual familiar, flying light scout, anti-darkness support Stats that matter: Tiny Dragon, CR 1/2, fly 60 ft., darkvision 60 ft., radiant resistance, necrotic vulnerability, light magic, radiant breath, familiar sidebar.
Light drake is the cleanest Labyrinth Worldbook familiar lead. Some light drakes serve good-hearted spellcasters, form a telepathic familiar bond, share senses within 1 mile, and grant the companion sacred flame while nearby (Labyrinth Worldbook).
This is not an animal familiar and not a Beast summon. It is a campaign-permission familiar for characters who want scouting, light control, and radiant flavor instead of a mundane animal. It fits good-aligned arcane casters, Wyrd casters, Celestial-flavored builds, and parties that spend a lot of time in darkness.
Widross ●
Source: Labyrinth Worldbook Role: Trickster familiar, mimicry scout, mayhem tool Stats that matter: Tiny Fiend, CR 1/2, darkvision 120 ft., Magic Resistance, flawless sound mimicry, short message copying, Tiny CR 0 Beast shape, familiar sidebar.
Widross is a much riskier familiar lead. It can serve a willing companion, share senses within 1 mile, and share Magic Resistance while within 10 feet of the companion (Labyrinth Worldbook). It can also end the bond whenever it wants, and the book frames widross familiars as especially attractive to spellcasters who enjoy causing mayhem (Labyrinth Worldbook).
That makes widross powerful but socially radioactive. It is best for intrigue, deception, infernal or chaotic campaigns, and players who are comfortable with a familiar that is not just a loyal owl in a stranger costume.
Conjure Ferryman ●
Source: Labyrinth Worldbook Role: Travel summon, water crossing, planar route tool Stats that matter: 3rd-circle Arcane and Wyrd conjuration, 1 action, 90-foot range, concentration up to 1 hour, summons a ferry spirit and boat; upcasting can connect to River Styx travel.
Conjure Ferryman is a summon, but it is not an animal-ally spell. It calls a ferry spirit and boat to carry the party across water (Labyrinth Worldbook). At higher circles, it becomes a stranger planar-travel tool tied to the River Styx, with real consequences if control is lost (Labyrinth Worldbook).
Treat it like a route spell. It solves access, pursuit, evacuation, and weird-world travel. If a player tries to compare it to Conjure Animals for DPR, they are asking the wrong question.
Conjure Minor Voidborn ●
Source: Labyrinth Worldbook Role: Combat summon, dangerous extraplanar call Stats that matter: 5th-circle Arcane and Wyrd conjuration, summons Aberrations or Fiends, requires active command risk, can become hostile if concentration breaks.
Conjure Minor Voidborn belongs in a broader summon guide, but it is worth flagging here because it is the Labyrinth Worldbook's combat-summon option (Labyrinth Worldbook). It does not help Beast builds, Wildlife Bard animal calls, or Conjure Animals math.
The hot take: if your party wants reliable animal helpers, this is the wrong tool. If your party wants volatile Void pressure and accepts the risk of a summon turning hostile, it becomes a very different conversation.
Referenced Flying Mounts and Familiars
Labyrinth Worldbook also references a few setting options whose stat blocks live in other books. In Sunhome, buraqs and moonkites are used as flying mounts by important individuals, elves use pegasi for sky chariots, and star elf wizards visit Mellifluence to befriend aviere songbirds as familiars (Labyrinth Worldbook).
Use those as campaign leads, not automatic player options. If your table does not also allow the referenced source books, these are worldbuilding signals rather than build picks.
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Start BuildingMounts
Mounts are where Monster Vault 2 gets especially interesting. Some are ordinary trained animals. Others are setting-specific allies that should be earned through story, downtime, or class features.
Cavalry Camel ●
Source: Monster Vault 2 Role: Desert mount, battlefield mount, overland travel mount Stats that matter: Large Beast, CR 1/2, AC 12 with studded leather barding, 25 HP, speed 40 ft., resistant to blinded and exhaustion, Desert Walk, Spit, Defensive Kick.
The cavalry camel is the most practical Monster Vault 2 mount. It is not just a camel with more HP. Desert Walk removes nonmagical sand difficult terrain, Spit can blind a nearby target, and Defensive Kick can push and knock prone an attacker that damages the camel or its rider (Monster Vault 2).
Use it for desert campaigns, caravan games, mounted Paladins, and Ranger parties that want a real overland animal rather than a fragile travel prop.
War Pig ●
Source: Monster Vault 2 Role: Small-rider combat mount, disruption animal, low-level charge threat Stats that matter: Medium Beast, CR 1/2, 27 HP, speed 30 ft., resistant to grappled, Charge, heightened smell, Frightful Squeal.
War pig is the best compact mount in the book. Medium size means it works for Small riders and fits places a Large mount may not. Charge adds damage and can knock a target prone, while Frightful Squeal can frighten nearby Beasts and Humanoids (Monster Vault 2).
This is excellent for Smallfolk, Kobolds, Wildlife Bards, and any table that treats animal handling as a meaningful pillar.
Feymount Raccoon ●
Source: Monster Vault 2 Role: Fey woodland mount, climber, fear-based skirmisher Stats that matter: Large Beast, CR 2, 60 HP, speed 30 ft., climb 15 ft., Fey Blessed, heightened hearing and smell, Woodland Walk, Intimidating Display.
Feymount raccoon is a campaign mount, not a stable purchase. It is too magical and too strong to hand out casually. If the party earns one, it gives woodland mobility, smell/hearing scouting, resistance to charmed, illusion resilience, and a fear burst that helps it disengage from frightened creatures (Monster Vault 2).
Best for fey campaigns, Wildlife Bards, Grove Wardens, and forest-first parties.
Mudcrawler ●
Source: Monster Vault 2 Role: Swamp mount, amphibious transport, grapple mount Stats that matter: Large Monstrosity with the Animal tag, CR 3, speed 40 ft., swim 60 ft., amphibious, water walking, charge, grappling pincers.
Mudcrawlers are trained by lizardfolk and other swamp-dwelling humanoids as mounts and beasts of burden (Monster Vault 2). Mechanically, they are excellent in wetlands: swim 60 ft., water walking, charge pressure, and grapples that restrain targets.
The catch is access. This is a Monstrosity, not a normal Beast mount. Use it when the campaign is built around swamps, river travel, or local factions that can train them.
Rampede ●
Source: Monster Vault 2 Role: Stable Small-rider desert mount, burrow/climb utility Stats that matter: Medium Monstrosity with the Animal tag, CR 1, speed 30 ft., burrow 10 ft., climb 10 ft., immune prone, tremorsense 60 ft.
Rampedes are partially domesticated by smaller humanoids and described as unusually stable mounts when well-fed and allowed to join the hunt (Monster Vault 2). Immune prone plus tremorsense is the mechanical hook: this is a weird but very reliable mount for difficult ground and subterranean scenes.
It is situational because it is Medium and a Monstrosity. For Small riders in desert or underground campaigns, it is much better than it looks.
Scaled War Weasel ●
Source: Monster Vault 2 Role: Elite story mount, burrowing battle companion, rider protector Stats that matter: Medium Monstrosity, CR 5, AC 17, 102 HP, speed 40 ft., burrow 20 ft., Stealth 17, acid resistance, poisoned resistance, Monstrosity Resilience, Pounce, Dedicated Tunneler, Protect Rider.
Scaled war weasel is the strongest mount package in this guide, but it is not a casual player purchase. Monster Vault 2 describes them as trained companions, beasts of burden, mounts, and warriors in formicbane communities (Monster Vault 2).
Protect Rider is the headline: when a creature attacks its rider, the weasel can become the target instead (Monster Vault 2). Add tunneling, acid, pounce, and high durability, and this becomes an elite campaign reward.
Pyroclasm ●
Source: Monster Vault 2 Role: Volcanic mount, elemental guard creature Stats that matter: Large Ooze, CR 2, climb 20 ft., fire immunity, spider climb, ooze defenses, grappling fiery pseudopod.
Pyroclasms are used by lava sprites as pets, mounts, and guards in lava-tube homes (Monster Vault 2). That makes them useful as a worldbuilding mount, not a general party option. They are excellent in volcanic or elemental-fire campaigns and awkward everywhere else.
Conjure Animals Picks
The cleanest summon picks from Monster Vault 2 are Beasts at or below the spell's CR ceiling. Always confirm with your GM how specific creature selection works at your table.
| Creature | Source | CR | Why Summon It |
|---|---|---|---|
| Giant Honey Bee ● | Monster Vault 2 | 1/2 | Flight, poison damage, paralysis rider if poison drops a target to 0 HP, and defensive reaction. |
| War Pig ● | Monster Vault 2 | 1/2 | Multiple charge bodies can knock enemies prone and apply frighten pressure to Beasts and Humanoids. |
| Cavalry Camel ● | Monster Vault 2 | 1/2 | Durable mount-summon with blind, desert movement, and rider defense if the GM allows riding a conjured creature. |
| Hammerbill Goose ● | Monster Vault 2 | 1 | Flying dive attacker with prone rider and reaction frighten. |
| Giant Hedgehog ● | Monster Vault 2 | 1 | Melee punishment, prone effects, Roll, and reactive disadvantage against attacks. |
| Swarm of Bees ● | Monster Vault 2 | 1 | Swarm defenses, flight, and poison damage in crowded fights. |
| Giant Skunk ● | Monster Vault 2 | 1/4 | Poison spray, scent-marking, burrow speed, and darkvision. Better for control than damage. |
| Giant Opossum ● | Monster Vault 2 | 1 | Climb speed, knockdown tail sweep, and Feign Death. Useful when deception or terrain matters. |
| Great Gray Owl ● | The Old Margreve | 1 | Flyby, fly 60 ft., darkvision 120 ft., Quiet Wings, and excellent hearing and sight make it a premier scout. |
| Grove Bear ● | The Old Margreve | 1/4 | Grapples with claws, then pins grappled targets to restrain them. Excellent low-CR control. |
| Margreve Hound ● | The Old Margreve | 1/4 | Anti-Fey flavor, Magic Resistance, strong hearing and smell, and bite-based grappling. |
| Giant Bombardier Beetle ● | The Old Margreve | 1/4 | Forest stealth, fire resistance, fire spray, and Defensive Spray reaction. |
| Giant Mongoose ● | The Old Margreve | 1/4 | Poison resistance, strong hearing and smell, Stealth, darkvision, and Evasive Roll. |
| Strossen Bat ● | The Old Margreve | 1/4 | Flying scout with keensense, drain-on-bite pressure, and Haunting Screech fear control. |
| Tsuchinoko ● | The Old Margreve | 1/2 | Tiny stealth ambusher with poison immunity, plant camouflage, standing leap, and poison bite. |
| Alligator ● | The Old Margreve | 1/4 | Aquatic grapple and restrain package with long breath-holding. Best near water. |
| Alligator Turtle ● | The Old Margreve | 1/4 | Defensive aquatic ambusher with False Appearance and Spiky Shell reaction. |
| Bull ● | The Old Margreve | 1/2 | Large charge body with prone pressure. Simple and useful when open ground matters. |
| Forest Falcon ● | The Old Margreve | 1/2 | Fast flyer and scout. Use when speed matters more than durability. |
| Giant Leech ● | The Old Margreve | 1/4 | Amphibious nuisance with tremorsense and draining attach bite. Terrain-dependent. |
| Howler Baboon ● | The Old Margreve | 1/4 | Pack Tactics and Challenging Howl can pull attacks or impose attack disadvantage. |
| Margreve Stag ● | The Old Margreve | 1/2 | Speed 50 ft., Standing Leap, Ram, Kick, and Skittish movement. Better for travel than damage. |
Best Summon Patterns
Prone swarm: War Pig or Hammerbill Goose summons create advantage for melee allies by knocking enemies prone (Monster Vault 2).
Poison control: Giant Honey Bee, Swarm of Bees, and Giant Skunk pressure CON saves and can disrupt weaker enemies (Monster Vault 2).
Body-blocking: Giant Hedgehog and War Pig are good at occupying space because enemies do not want to casually stand next to them (Monster Vault 2).
Scouting: Opossum, Skunk, and Giant Honey Bee are better before initiative than after it. Use climb, burrow, fly, smell, and darkvision to solve information problems (Monster Vault 2).
Forest control: Grove Bear, Great Gray Owl, Margreve Hound, and Strossen Bat give Old Margreve parties low-CR ways to scout, frighten, grapple, or restrain enemies (The Old Margreve).
The Old Margreve Appendix Picks
The Old Margreve appendix is strongest for forest, wetland, and folklore-heavy campaigns. Most applicable creatures are Beasts, which makes them cleaner for Conjure Animals, Wildlife Bard calls, Beast communication, and GM-granted companions than the stranger Monstrosities and villain creatures at the end of the book (The Old Margreve).
| Creature | Source | CR | Best Use |
|---|---|---|---|
| Great Gray Owl | The Old Margreve | 1 | Premier scout summon: Flyby, darkvision 120 ft., fly 60 ft., and exceptional stealth while flying. |
| Grove Bear | The Old Margreve | 1/4 | Low-CR control body that grapples with claws and can restrain with Pin. |
| Margreve Hound | The Old Margreve | 1/4 | Anti-Fey tracking hound with Magic Resistance, strong senses, and grapple pressure. |
| Giant Bombardier Beetle | The Old Margreve | 1/4 | Forest ambusher with stealth, fire resistance, fire spray, and reaction spray defense. |
| Giant Mongoose | The Old Margreve | 1/4 | Poison-resistant scout with darkvision, heightened senses, Stealth, and Evasive Roll. |
| Strossen Bat | The Old Margreve | 1/4 | Flying keensense scout with frighten utility and draining bite pressure. |
| Tsuchinoko | The Old Margreve | 1/2 | Tiny poison-immune ambusher with plant camouflage, standing leap, and poison bite. |
| Alligator | The Old Margreve | 1/4 | Wetland grappler that restrains with its bite and can hold its breath for long aquatic scenes. |
| Alligator Turtle | The Old Margreve | 1/4 | Defensive aquatic ambusher with False Appearance and Spiky Shell. |
| Bull | The Old Margreve | 1/2 | Simple Large Beast for charge, prone pressure, and mundane mount-adjacent scenes. |
| Forest Falcon | The Old Margreve | 1/2 | Fast flying scout or striker when the party needs aerial reach. |
| Giant Leech | The Old Margreve | 1/4 | Amphibious attach-and-drain nuisance with tremorsense. |
| Howler Baboon | The Old Margreve | 1/4 | Pack Tactics body with Challenging Howl for defender-style interference. |
| Margreve Stag | The Old Margreve | 1/2 | Fast forest travel mount with speed 50 ft., Standing Leap, Ram, Kick, and Skittish movement. |
Bramble Beast Options
The bramble beast template can be applied to Beasts or Monstrosities, but the resulting creature becomes a Plant (The Old Margreve). That matters because it usually stops the creature from being a clean Conjure Animals target. Treat bramble beasts as story allies, GM-selected summons, or Bag of Bramble Beasts-style options rather than ordinary Beast picks.
| Bramble Option | Source | Why It Matters |
|---|---|---|
| Bramble Giant Wolf Spider ● | The Old Margreve | The best bramble scout: climb speed, strong stealth, spider movement, poison bite, tremorsense, and Thorn Body. |
| Bramble Giant Badger ● | The Old Margreve | Burrow speed, darkvision, tremorsense, multiattack, and bramble defenses in a low-CR body. |
| Bramble Giant Ape ● | The Old Margreve | Huge, high-CR set-piece ally. Strong as a story creature, not as a normal player summon. |
Giant frilled lizard is also a useful Old Margreve animal ally candidate for high-level story play: it is a Large CR 5 Beast with climb speed, poison pressure, prone control, Intimidating Dash, and a detachable tail escape trick (The Old Margreve).
High-Utility Animal Allies
These creatures are not always easy summon picks, but they are useful as GM-granted allies, class feature companions, bramble beast targets, or story rewards.
Giant Axolotl ●
Source: Monster Vault 2 Role: Aquatic control ally Stats that matter: Large Beast, CR 3, 80 HP, swim 30 ft., amphibious, limited regeneration, underwater camouflage, grapple, swallow, suction pull.
Giant axolotl is an excellent water encounter ally. It grapples, restrains, swallows, pulls creatures in a cone, and regenerates while alive (Monster Vault 2). It is too high for the basic Conjure Animals examples, but as a story companion or aquatic encounter ally it does real work.
Giant Millipede ●
Source: Monster Vault 2 Role: Huge climbing bruiser Stats that matter: Huge Beast, CR 3, 76 HP, speed 40 ft., climb 20 ft., acid immunity, prone resistance, keensense.
Giant millipede is mostly a terrain solution with combat stats attached (Monster Vault 2). Huge size plus climb speed can change how a party approaches cliffs, caverns, ruins, and vertical dungeons.
Nightwing ●
Source: Monster Vault 2 Role: Flying control creature Stats that matter: Large Beast, flight, Flyby, heightened smell, acid damage, Pinning Claws.
Nightwing is a flying control ally. Flyby keeps it moving, and Pinning Claws can knock a Medium or smaller creature prone and restrain it beneath the nightwing (Monster Vault 2). Its land vulnerabilities make it much worse if grounded.
Oliphaunt ●
Source: Monster Vault 2 Role: Siege-scale mount or war beast Stats that matter: Huge Beast, high-STR trampler, Trampling Charge, Trunk Sweep, fear effect against nearby enemies.
Oliphaunt is not a normal adventuring pet. It is a battlefield set piece: a huge trampling war beast with knockdown, fear, and area control (Monster Vault 2). Use it for mass combat, fortification assaults, and enemy warbands.
Tress Lizard ●
Source: Monster Vault 2 Role: Grassland ambusher, mobility ally Stats that matter: Large Beast, CR 5, 108 HP, speed 40 ft., climb 20 ft., Stealth 17, Evasion, grassland camouflage, Standing Leap, Shoving Rush.
Tress lizard is powerful but terrain-biased. In grasslands, its stealth becomes exceptional, and Shoving Rush lets it dash into a creature and knock it prone without provoking from that target on a failed save (Monster Vault 2).
Wooly Hippopotamus ●
Source: Monster Vault 2 Role: Party transport, protector, battlefield bruiser Stats that matter: Huge Beast, CR 4, 100 HP, resistant to blinded, exhaustion, and prone, carries up to four Medium or smaller creatures safely in its mouth, Protective Scoop.
This is one of the strangest and best utility creatures in Monster Vault 2. It can safely carry up to four Medium or smaller creatures in its mouth, and Protective Scoop lets it move a nearby friendly creature into that mouth and become the attack target instead (Monster Vault 2).
As a summon it is too much for ordinary tables. As a GM reward, escort creature, or one-session wilderness ally, it is memorable and mechanically meaningful.
Best Class Hooks
Cleric
Nature Cleric is the Player's Guide 2 class hook that most changes how this guide reads. The domain spell list brings speak with animals, conjure animals, and conjure woodland beings, so the subclass has direct access to animal communication and creature-summon play without pretending to be a Ranger (Player's Guide 2).
The bigger deal is support. Nature's Protection can improve a Beast or Plant with an AC boost, resistance, or doubled speed while Nature's Vigor holds, and Guide the Untamed can command low-INT Beasts, Elementals, Fey, Plants, and Animal-tag creatures in the right encounter (Player's Guide 2). The hot take: Nature Cleric is not a pet class. It is a field commander for campaigns where the map already has animals, plants, and monster allies to turn into assets.
Use the Cleric Guide and Cleric Spells Guide when deciding whether the support package is worth building around.
Druid
Druids care about this guide because Conjure Animals turns Beast stat blocks into battlefield choices. Monster Vault 2 gives Druids more ways to choose between damage, control, scouting, flight, burrowing, and mounts (Monster Vault 2). The Old Margreve adds especially strong forest and wetland picks for scouting, grappling, and low-CR control (The Old Margreve).
Player's Guide 2 matters because its Beast Forms and Potent Forms tables are the cleanest reference for which Monster Vault 2 options belong in ordinary Wild Shape versus Shifter-style Potent Forms (Player's Guide 2). That is especially useful for edge cases like feymount raccoon, nightwing, mudcrawler, wooly hippopotamus, tress lizard, and oliphaunt warbeast.
Fey Druid adds a different kind of summon support. Its Seelie Spirit is not a creature or object, so do not rank it like a Beast ally, but it can hand out attack and save help, movement support, charm pressure, restraint pressure, and retaliation damage around the creatures you already summoned or trained (Player's Guide 2). That makes it especially good in parties using conjure animals, conjure woodland beings, or recurring trained creatures.
Use Best Druid Spells for spell rankings and Best Wild Shape Forms for personal Beast form choices.
Ranger
Pack Master Rangers already build around a Beast Spirit, while Griffon Scout Rangers build around mounted mobility. Monster Vault 2 adds more trained-animal language and more Beast examples for tables that make Animal Handling, mounts, and summons matter (Monster Vault 2). The Old Margreve adds forest hounds, stags, owls, and control beasts that fit Ranger campaigns cleanly (The Old Margreve).
Trailblazer Ranger is the PG2 support pick, not the pet pick. Expert Guide, Skirmisher's Mobility, water breathing, freedom of movement, and feathered flock all improve expedition play where mounts, scouts, hounds, pigeons, and summoned creatures help the party move through hostile terrain (Player's Guide 2). If Pack Master is the animal-companion Ranger, Trailblazer is the Ranger who keeps the whole creature-heavy party moving.
Use the Ranger Guide, Ranger Techniques Guide, and Best Ranger Spells for class-specific decisions.
Monk
Equine Soul Monk is the main Book of Blades class hook for this guide. It brings its own bonded horse, turns shortbows into monk weapons, and eventually improves mounted movement, defensive riding, and mounted archery. The bonded horse is not a summon or purchased animal. It is a subclass companion with scaling HP, telepathic command, and combat actions tied to the monk's features (Book of Blades).
If your campaign allows Book of Blades, this is the cleanest way to make a horse part of the character's actual combat loop instead of a fragile travel accessory.
Bard
College of Wildlife Bards are the clearest animal-ally subclass outside Ranger. Lasting Familiar, Nature's Call, Nature's Song, Shared Inspiration, and Inspiring Familiar all reward having Beasts, familiars, called animals, or conjured animals on the field.
Monster Vault 2 optional familiars and CR 1/4 or lower Beast options are especially relevant to Wildlife's early play pattern (Monster Vault 2). Grove Bear, Margreve Hound, Giant Mongoose, Giant Bombardier Beetle, Strossen Bat, and similar Old Margreve Beasts also fit Nature's Call if your GM allows that source (The Old Margreve).
Labyrinth Worldbook is less about Wildlife Bard animal calls and more about weird familiar permissions. Light drake is the cleanest Bard-facing option because it adds flight, light support, and sacred flame without pretending to be a Beast (Labyrinth Worldbook).
Paladin
Paladins mostly care about mounts because of lance play and overland campaign structure. Cavalry camel is the most practical Monster Vault 2 option for a durable, defensive mount, while War Pig is the compact Small-rider option (Monster Vault 2).
Player's Guide 2 adds the Mystic Steed heroic boon, which makes find steed faster, removes the material-component friction, and expands special forms to include stronger travel and combat options like griffon, pegasus, hippalektryon, and rampede (Player's Guide 2). That makes animal-ally planning more relevant to Paladins who want their mount to survive contact with real encounters.
Book of Blades adds the best non-creature support for this playstyle. Fell Rider rewards aggressive mounted movement, Horse Lord heritage improves horse handling and durability, and items like Armor of the Paired Heart, Bridle of Calling, Bridle of Handling, Blanket of the War Steed, and Saddle of Flying make a mount easier to protect and use across more encounters (Book of Blades).
Use the Paladin Guide for lance and frontline build context.
Wizard
Summoner Wizard is the big Player's Guide 2 class hook for this guide. Conjuration Specialist can add creature-creating conjuration spells to the spellbook, Unbreakable Focus protects concentration, Master Summoner buffs created or summoned creatures, and Twinned Conjuration eventually doubles eligible creature summons or removes concentration once per rest (Player's Guide 2).
This does not turn every animal into a Wizard pet, but it makes summon access and familiar planning much more important. The PG2 sidebar that a Summoner can have one create familiar familiar and one find familiar familiar is the kind of small rule that changes how a cautious Wizard scouts, delivers touch spells, and manages action economy (Player's Guide 2).
Use the Wizard Spell Guide when deciding which summon-style spells are worth preparing.
Small Lineages
Smallfolk and Small Kobolds benefit from Medium mounts more than Medium characters do. War Pig and Rampede are the most relevant Monster Vault 2 options because they give Small riders combat mounts that fit in tighter spaces (Monster Vault 2).
Right-Sizing Saddle can also make a larger mount more dungeon-friendly by shrinking it one size category while preserving speed and carrying capacity (Book of Blades).
Use the Lineage Guide when deciding whether your character's size should push you toward Medium mounts.
Suggested Follow-Up Articles
These are the strongest article ideas that fall naturally out of the source-labeled creature, familiar, mount, and summon data:
| Article Idea | Why It Should Exist |
|---|---|
| Monster Vault 2 Familiar Options Guide | A deeper source-labeled breakdown of pelagic dragonette, eldritch sable, fire cat, flitkith, gluckshund, musculi, searsprite, and optional animal familiars (Monster Vault 2). |
| Monster Vault 2 Wild Shape Forms Guide | A focused Druid/Shifter form list that separates legal Beast forms from tempting non-Beast mounts like mudcrawler, rampede, and scaled war weasel (Monster Vault 2). |
| Best Mounted Builds in Tales of the Valiant | Cavalry camel, war pig, rampede, scaled war weasel, feymount raccoon, Griffon Scout Ranger, Paladin lance builds, and Small lineage mount tactics (Monster Vault 2). |
| Book of Blades Mounted Builds Guide | Equine Soul Monk, Horse Lord heritage, Fell Rider, mount gear, mount magic items, and Paladin/Ranger/Monk riding packages (Book of Blades). |
| Best Conjure Animals and Nature's Call Summons | A CR-banded summon guide for Monster Vault, Monster Vault 2, and The Old Margreve beasts, with Wildlife Bard and Druid notes (Monster Vault 2 / The Old Margreve). |
| Verdant Druid Plant Forms Guide | A dedicated plant-form guide for Awakened Plant, Shrieker, Violet Fungus, Mycolids, Sporeborn forms, Shambling Mound, Treant, Wood Herald, and Old Margreve plant options (Monster Vault / The Old Margreve). |
| Wildlife Bard Animal Allies Guide | A subclass-specific guide for create familiar, Nature's Call, Beast-heavy parties, and Bardic Inspiration through animal allies (Monster Vault 2 / The Old Margreve). |
| Labyrinth Worldbook Summons and Familiars Guide | A source-labeled guide to light drake, widross, conjure ferryman, Conjure Minor Voidborn, trail snail, and referenced Sunhome mount/familiar leads (Labyrinth Worldbook). |
| Player's Guide 2 Creature Training Guide | A practical guide to Agility, Combat, Conditioning, Mount, Obedience, Skill training, creature care costs, handlers, bases, and how to keep animal allies alive (Player's Guide 2). |
| Nature Cleric Animal Commander Guide | A focused PG2 guide to Nature's Protection, Guide the Untamed, Beast/Plant support, and how to play a Cleric who turns the encounter ecosystem into party leverage (Player's Guide 2). |
| Fey Druid Seelie Spirit Guide | A guide to using Seelie Spirit as summon support instead of treating it like a normal companion, with notes for conjure animals and conjure woodland beings (Player's Guide 2). |
| Summoner Wizard Guide | A focused guide to Conjuration Specialist, Master Summoner, two-familiar play, summon spell access, and creature-control risks (Player's Guide 2). |
Hot Takes
Player's Guide 2 is the best permission layer this guide has. Monster Vault 2 gives you the toys; Player's Guide 2 tells you which toys are Beast Forms, Potent Forms, familiars, Chain familiars, steeds, and combat animals. That is less exciting than a new monster, but it prevents arguments at the table (Player's Guide 2).
Nature Cleric is better with animal allies than it looks. It does not hand you a permanent pet, but it turns Beast, Plant, and Animal-tag creatures into better battlefield pieces when the campaign already contains them (Player's Guide 2).
Fey Druid's Seelie Spirit is not a pet, and that is the point. It supports the animals and summons you already have without adding another fragile creature body that the GM has to target, heal, and track (Player's Guide 2).
Animal-tag Monstrosities are where PG2 training gets expensive. A Medium or Large Beast costs 1 gp per week to care for, while a Large-or-smaller Animal-tag creature costs 15 gp per week. Mudcrawlers, rampedes, and other weird mounts are campaign assets, not cheap side purchases (Player's Guide 2 / Monster Vault 2).
Creature Training is stronger for campaign continuity than for combat math. Conditioning and Obedience are not flashy, but they solve the two problems that kill recurring animal allies: fragility and command friction (Player's Guide 2).
Mystic Steed is what mounted Paladins wanted all along. A mount that arrives quickly, costs no materials, and can be a griffon, pegasus, hippalektryon, rampede, or another GM-approved CR 2-or-lower Beast or Animal-tag creature is finally worth building around (Player's Guide 2).
Oliphaunt warbeast is not a pet. It is a siege asset. If the campaign gives the party one, the story should now care about stables, roads, food, bridges, enemy scouts, and what happens when a Huge war animal walks into politics (Player's Guide 2).
Trail snail is not a slow horse. It is a mobile siege tool with a saddle problem. If the campaign has wards, walls, sealed portals, and Labyrinth routes, it is Good to Fantastic. If the campaign is open-field cavalry, it is mostly a funny liability (Labyrinth Worldbook).
Light drake is the real Labyrinth familiar prize. Widross has stronger mischief and shared Magic Resistance, but light drake is easier to justify at a normal table and gives cleaner party utility (Labyrinth Worldbook).
Conjure Ferryman is better than it looks because it changes the map. It will not win the damage race, but it can decide whether the party can escape, bypass a water route, or reach a Styx-linked destination at all (Labyrinth Worldbook).
Conjure Minor Voidborn is not for animal-ally builds. It belongs to the risky-summon lane. Do not recommend it to a player who wants a dependable pet, mount, or Beast swarm (Labyrinth Worldbook).
Labyrinth Worldbook rewards GMs more than optimizer spreadsheets. Its best animal-adjacent options are access tools, faction signals, and campaign permissions. That is valuable, but only if the adventure actually uses the Labyrinth's routes, portals, and weird travel economy (Labyrinth Worldbook).
Final Recommendations
For ordinary play, start with the clean options: giant honey bee, opossum, and skunk as optional familiars; war pig, giant honey bee, hammerbill goose, and giant hedgehog as summon candidates; and cavalry camel or war pig as mounts (Monster Vault 2).
Use Player's Guide 2 as the source-checking layer. Its reference tables confirm the most important Monster Vault 2 animal-adjacent buckets: Wild Shape Beast Forms, Shifter-style Potent Forms, standard familiars, Pact of the Chain familiars, and common steeds. Its creature training rules are the best way to make a recurring animal ally more reliable without pretending it is a subclass feature (Player's Guide 2).
For PG2 class builds, start with Nature Cleric if you want Beast/Plant battlefield support, Fey Druid if you want a Seelie Spirit supporting summoned creatures, Trailblazer Ranger if creature-heavy travel is the point, Mystic Steed Paladin if your mount should be a real feature, and Summoner Wizard if creature-creating conjuration is the build's center (Player's Guide 2).
For campaign-defining animal allies, ask the GM about feymount raccoon, mudcrawler, rampede, scaled war weasel, giant axolotl, and wooly hippopotamus (Monster Vault 2). These creatures are stronger and stranger, but they need story permission rather than a casual shopping trip.
For Old Margreve campaigns, prioritize great gray owl, grove bear, Margreve hound, giant mongoose, strossen bat, and Margreve stag for source-labeled forest play (The Old Margreve). Use bramble beasts when the campaign specifically supports Plant allies or the GM grants bramble-focused magic.
For Book of Blades mounted play, prioritize bonded horse if you are an Equine Soul Monk, Horse Lord heritage if your origin can carry a horse-focused concept, and Fell Rider if heroic endowments are available (Book of Blades). For gear and items, start with practical tack for the environment, then look at Armor of the Paired Heart, Bridle of Handling, Bridle of Calling, Blanket of the War Steed, Right-Sizing Saddle, and Saddle of Flying when the campaign treats mounts as recurring allies instead of disposable transport (Book of Blades).
For Labyrinth Worldbook play, prioritize trail snail when the party needs a trained barrier-breaker or maze-expedition mount, light drake when the GM allows unusual good-hearted familiars, and Conjure Ferryman when travel access matters more than combat output (Labyrinth Worldbook). Treat widross and Conjure Minor Voidborn as higher-risk options that need clear table buy-in before they become part of a character plan (Labyrinth Worldbook).


