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Animal Companions | Construct Companions | Eidolons | Familiar Abilities | Specific Familiars | Undead Companions


Main List | Advanced Options | Animal Specializations | Unique Companions


Animal Companions

Source Core Rulebook pg. 214 4.0
Some adventurers travel with loyal allies known as animal companions and familiars. The former begin as young animals but acquire impressive physical abilities as you level up, while the latter share a magical bond with you.

The species of animal you choose is called your companion’s type. Each companion type has its own statistics. The Size entry indicates your companion’s starting size as a young animal companion. Following the size entry are the companion’s unarmed attacks, and then its ability modifiers. The Hit Points entry indicates the companion’s ancestry Hit Points. The Skill entry indicates an additional trained skill your companion has. The Senses entry lists your companion’s special senses. The Speed entry gives your companion’s Speeds. The Special entry, if present, lists any other special abilities your companion has, for example whether it often serves as a mount and is particularly appropriate for mounted classes, such as the champion. The Support Benefit entry indicates a special benefit you gain by Commanding the Animal to use the Support action (see below). The Advanced Maneuver entry indicates a powerful new action your companion learns how to use if it becomes a nimble or savage animal companion.

Support [one-action]

Source Core Rulebook pg. 215 4.0
Requirements The creature is an animal companion.
Your animal companion supports you. You gain the benefits listed in the companion type’s Support Benefit entry. If the animal uses the Support action, the only other actions it can use on this turn are basic move actions to get into position to take advantage of the Support benefits; if it has already used any other action this turn, it can’t Support you.


Click here for the full rules on Animal Companions.

PFS StandardAir Elemental

Uncommon Air 
Source Rage of Elements pg. 40
Your companion is an air elemental, such as a zephyr hawk.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).

Access You are a member of the storm order.
Size Small
Melee [one-action] gust (finesse), Damage 1d6 bludgeoning
Str +1, Dex +2, Con +1, Int -4, Wis +1, Cha +1
Hit Points 4
Skill Stealth
Senses darkvision
Speed fly 50 feet
Support Benefit Your air elemental swirls around you with concealing gusts, making it harder for your foes to hit you and possibly giving you a moment to hide. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your air elemental's reach, you are concealed to that creature until the start of your next turn.
Advanced Maneuver Circling Flyby

Circling Flyby [two-actions]

Source Rage of Elements pg. 40
Your air elemental flies in a circle, blowing gusts at your foes before returning back to its starting position. The air elemental Flies up to half its Speed, makes two gust Strikes, then Flies up to half its Speed again to return to its original location. Both attacks count toward the air elemental's multiple attack penalty, but the penalty doesn't increase until after it makes both attacks.

PFS StandardApe

Source Player Core pg. 206
Your companion is an ape or other primate.
Size Small
Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision
Speed 25 feet, climb 25 feet
Support Benefit Your ape threatens your foes with menacing growls. Until the start of your next turn, if you hit and deal damage to a creature in your ape's reach, the creature becomes frightened 1.
Advanced Maneuver Frightening Display

Frightening Display [one-action]

Source Player Core pg. 206
Your ape makes a loud and frightening display, throwing a foe off balance. The ape attempts to Demoralize the target creature; this display gains the visual trait and doesn't require language. While frightened by this ability, the target is off-guard to your ape.

PFS StandardArboreal Sapling

Uncommon Plant 
Source Player Core pg. 206
Your companion is a walking tree, a cousin of the great arboreal wardens and regents. An arboreal sapling has the plant trait instead of the animal trait, but it otherwise functions normally as an animal companion. They are typically only selected by animal order druids who are also members of the leaf order.
Access You are a member of the leaf order.
Size Small
Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 25 feet
Support Benefit Your arboreal sapling plants roots around your foe, impeding its movement. Until the start of your next turn, if you hit and deal damage to a creature in your arboreal sapling's reach, the first square the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver Throw Rock

Throw Rock [reaction]

Source Player Core pg. 206
The arboreal sapling Interacts to pick up a rock within reach or retrieve a stowed rock, then throws it with a ranged rock Strike that deals a base of 1d6 bludgeoning damage with a range increment of 30 feet. The damage is 2d6 for a mature arboreal sapling and 3d6 for a specialized one.

PFS StandardAugdunar

Legacy Content

Source Highhelm pg. 109
Your companion is an augdunar, a powerful breed of mule favored by the dwarves of Highhelm.
Size Medium
Melee [one-action] hoof, Damage 1d8 bludgeoning
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hit Points 10
Skill Athletics
Senses low-light vision, scent (imprecise) 30 feet
Speed 25 feet
Special mount
Support Benefit The augdunar shifts its weight, proffering you an item. You Interact to draw a weapon or item that is being carried by the augdunar.
Advanced Maneuver Weighted Kick

Weighted Kick [two-actions]

Source Highhelm pg. 109
Your augdunar gives a heavy kick with its hind legs, bringing the weight of its burden on the target. It makes a hoof Strike. On a successful hit, the augdunar automatically Shoves the target back 5 feet (10 feet on a critical success).

PFS StandardBadger

Source Player Core pg. 207
Your companion is a badger, wolverine, or other big mustelid.
Size Small
Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 25 feet, burrow 10 feet, climb 10 feet
Support Benefit Your badger digs around your foe's position, interfering with its footing. Until the start of your next turn, if you hit and deal damage to a creature your badger threatens, the target can't use a Step action (unless it can Step through difficult terrain) until it moves from its current position.
Advanced Maneuver Badger Rage

Badger Rage [one-action]

Concentrate Emotion Mental 
Source Player Core pg. 207
Requirements The badger isn’t fatigued or raging.
The badger enters a state of pure rage that lasts for 1 minute, until there are no enemies it can perceive, or until it falls unconscious, whichever comes first. It can't voluntarily stop raging. While raging, the badger is affected in the following ways.
  • It deals 4 additional damage with its bite attacks and 2 additional damage with its claw attacks.
  • It takes a –1 penalty to AC.
  • It can't use actions that have the concentrate trait. The animal companion can Seek even while raging.
After it has stopped raging, it can't use Badger Rage again for 1 minute.

PFS StandardBat

Source Player Core pg. 207
Your companion is a particularly large bat, such as a giant bat.
Size Small
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses echolocation 20 feet (the bat can use hearing as a <%RULES%411 %%>precise sense within this range), low-light vision
Speed 15 feet, fly 30 feet
Support Benefit Your bat flaps around your foes' arms and faces, getting in the way of their attacks. Until the start of your next turn, creatures in your bat's reach that you damage with Strikes take a –1 circumstance penalty to their attack rolls.
Advanced Maneuver Wing Thrash

Wing Thrash [two-actions]

Source Player Core pg. 207
The bat thrashes wildly with its wings, making wing Strikes against up to three adjacent foes. Each attack counts toward the bat's multiple attack penalty, but the penalty only increases after all the attacks have been made.

PFS StandardBear

Source Player Core pg. 207
Your companion is a black, grizzly, polar, or other type of bear.
Size Small
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Bear Hug

Bear Hug [one-action]

Source Player Core pg. 207
Requirements The bear’s last action was a successful claw Strike.
The bear makes another claw Strike against the same target. If this Strike hits, the target is also grabbed, as if the bear had successfully Grappled the target.

PFS StandardBeetle

Legacy Content

Source Grand Bazaar pg. 54
Your animal companion is a large, flightless stag beetle.
Size Medium or Large
Melee [one-action] mandible, Damage 1d8 piercing
Melee [one-action] foot (agile), Damage 1d6 bludgeoning
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed 35 feet
Special mount
Support Benefit Your beetle stomps around and smashes into foes, knocking them off balance or pushing them aside when you create an opening. Until the start of your next turn, while riding on your beetle, your Strikes that deal damage either make the target flat-footed until the end of your next turn or move the target 5 feet away from the beetle (this is forced movement). The target chooses which effect occurs.
Advanced Maneuver Hustle

Hustle [two-actions]

Source Grand Bazaar pg. 54
The beetle moves at incredible speed. It Strides three times.

PFS StandardBird

Source Player Core pg. 208
Your companion is a bird of prey, such as an eagle, hawk, or owl.
Size Small
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 4
Skill Stealth
Senses low-light vision
Speed 10 feet, fly 60 feet
Support Benefit The bird pecks at your foes' eyes when you create an opening. Until the start of your next turn, your Strikes that damage a creature that your bird threatens also deal 1d4 persistent bleed damage, and the target is dazzled until it removes the bleed damage. If your bird is nimble or savage, the persistent bleed damage increases to 2d4.
Advanced Maneuver Flyby Attack

Flyby Attack [two-actions]

Source Player Core pg. 208
The bird Flies and makes a talon Strike at any point along the way.

PFS StandardBoar

Source Player Core pg. 208
Your companion is a boar or pig.
Size Small
Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit Your boar gores your foes. Until the start of your next turn, your Strikes that damage a creature in your boar's reach also deal 1d6 persistent bleed damage. If your boar is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Boar Charge

Boar Charge [two-actions]

Source Player Core pg. 208
The boar Strides twice in a straight line and then makes a tusk Strike. As long as it moved at least 20 feet, it gains a +2 circumstance bonus to its attack roll.

PFS LimitedCamel

Legacy Content

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Your companion is a camel or llama
Size Medium or Large
Melee [one-action] jaws, Damage 1d6 piercing
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special mount; your camel ignores the harmful effects of mild, severe, and extreme cold or heat, selected when you gain the companion
Support Benefit The camel makes a ranged attack to spit a long string of saliva at a foe within 10 feet. On a hit, the foe is dazzled for 1 round.
Advanced Maneuver Sand Stride

Sand Stride [two-actions]

Move 
Source Pathfinder #149: Against the Scarlet Triad pg. 80
The camel Strides twice with a +5-foot circumstance bonus to Speed, ignoring difficult terrain caused by rubble, sand, and uneven ground made of earth and stone.

PFS StandardCapybara

Legacy Content

Source Grand Bazaar pg. 54
Your animal companion is a capybara, a giant rodent common in the forests of Arcadia.
Size Small
Melee [one-action] head (agile), Damage 1d6 bludgeoning
Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha +0
Hit Points 6
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 30 feet, swim 15 feet
Support Benefit Your capybara assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your capybara's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Distracting Spray

Distracting Spray [two-actions]

Source Grand Bazaar pg. 54
The capybara sprays an adjacent target with its scent glands. The target must attempt a Fortitude save. Wiping off the musk takes an Interact action and ends the effect. This uses a trained DC using the capybara's Constitution modifier or an expert DC if the capybara is specialized.

Critical Success The creature is unaffected.
Success The creature is clumsy 1 for 1 round.
Failure The creature is clumsy 1 for 1 minute.
Critical Failure The creature is clumsy 2 for 1 minute.

PFS StandardCat

Source Player Core pg. 208
Your companion is a big cat, such as a leopard or tiger.
Size Small
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 4
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special Your cat deals 1d4 extra precision damage against off-guard targets.
Support Benefit Your cat throws your enemies off-balance when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your cat's reach make the target off-guard until the end of your next turn.
Advanced Maneuver Cat Pounce

Cat Pounce [one-action]

Flourish 
Source Player Core pg. 208
The cat Strides and then Strikes. If it was undetected at the start of its Cat Pounce, it remains undetected until after the attack.

PFS LimitedCave Gecko

This Animal Companion may contain spoilers from the Extinction Curse Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Your companion is a sticky-footed lizard like a gecko or anole.
Size Small
Melee [one-action] jaws (finesse), Damage 1d6 piercing
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise) 30 feet
Speed 25 feet, climb 25 feet
Support Benefit Your cave gecko helps you stay afoot, leaning into you and propping you up as you maneuver your opponent. Until the end of your next turn, as long as you are adjacent to your cave gecko, if you attempt to Disarm, Shove, or Trip an opponent and roll a critical failure, you get a failure instead.
Advanced Maneuver Tongue Pull

Tongue Pull [one-action]

Attack 
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
The cave gecko snaps out its tongue, attempting to pull a foe within 10 feet toward it. The gecko attempts an Athletics check against the foe's Fortitude DC. On a success, the cave gecko pulls the foe next to it. This movement is forced movement. On a critical success, the foe is also grabbed until the beginning of your next turn.

PFS LimitedCave Pterosaur

This Animal Companion may contain spoilers from the Extinction Curse Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #154: Siege of the Dinosaurs pg. 74
Your companion is a flying prehistoric creature, such as a dimorphodon or pterodactyl, that has adapted to life in the cavern vaults beneath the ground.
Size Small
Melee [one-action] beak (finesse), Damage 1d6 piercing
Melee [one-action] talon (agile, finesse), Damage 1d4 slashing
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 4
Skill Thievery (Palm an Object or Steal only)
Senses darkvision
Speed 10 feet, fly 60 feet
Support Benefit Your pterosaur expands its wings and makes distracting flapping motions. Any creature that would gain lesser cover from the pterosaur gains standard cover instead.
Advanced Maneuver Pterosaur Swoop

Pterosaur Swoop [two-actions]

Source Pathfinder #154: Siege of the Dinosaurs pg. 74
The pterosaur Flies up to its Speed and makes one beak Strike at any point during that movement.

PFS StandardCrocodile

Source Player Core pg. 208
Your companion is a crocodile or a similar crocodilian reptile, such as an alligator or caiman.
Size Small
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision
Speed 20 feet, swim 25 feet
Special The crocodile can hold its breath for about 2 hours.
Support Benefit Your crocodile clamps its jaws on your foe, refusing to let go. Until the start of your next turn, if your Strike damages a creature in your crocodile's reach, your crocodile can latch onto the creature. While thus attached, the crocodile can move along with the target whenever the target moves until the end of your next turn. Your crocodile can latch onto only one creature in this way, and it must release the creature to make a jaws Strike. If the target is smaller than the crocodile, it takes a –10-foot circumstance penalty to its Speeds and can't Fly while the crocodile is latched on.
Advanced Maneuver Death Roll

Death Roll [one-action]

Source Player Core pg. 208
Requirements The crocodile has a creature grabbed.
The crocodile tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it misses, it releases the creature.

PFS StandardDraft Lizard

Legacy Content

Source Highhelm pg. 109
Your companion is a giant lizard, used in the depths of Highhelm as mounts and pack animals.
Size Medium
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] tail (finesse), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Athletics
Senses darkvision, scent (imprecise) 30 feet
Speed 25 feet
Special mount
Support Benefit Your draft lizard assists you in battle. You gain a +1 circumstance bonus on your next attack roll to Strike a foe within your draft lizard's reach. The bonus lasts until the first time you use it or until the beginning of your next turn, whichever comes first.
Advanced Maneuver Tail Swipe

Tail Swipe [two-actions]

Source Highhelm pg. 109
Your draft lizard sweeps its tail, making tail Strikes against up to two adjacent foes. Each attack counts toward the draft lizard's multiple attack penalty, but the penalty only increases after all the attacks have been made.

PFS StandardDromaeosaur

Source Player Core pg. 209
Your companion is a dromaeosaur (also called a raptor), such as a velociraptor or deinonychus.
Size Small
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 50 feet
Support Benefit Your raptor constantly darts into flanking position. Until the start of your next turn, it counts as being in its space or an empty space of your choice within 10 feet when determining whether you and your companion are flanking; you can choose a different space for each of your attacks.
Advanced Maneuver Darting Attack

Darting Attack [one-action]

Flourish 
Source Player Core pg. 209
The raptor Steps up to 10 feet and then Strikes, or Strikes and then Steps up to 10 feet.

PFS StandardEarth Elemental

Uncommon Earth 
Source Rage of Elements pg. 40
Your companion is an earth elemental, such as a living boulder or sod hound.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).

Access You are a member of the stone order.
Size Small
Melee [one-action] fist, Damage 1d8 bludgeoning
Str +2, Dex +0, Con +3, Int -4, Wis +1, Cha +0
Hit Points 10
Skill Survival
Senses darkvision
Speed 20 feet, burrow 10 feet
Support Benefit Your earth elemental cracks the earth beneath your foe's feet, making it difficult for the foe to move. Until the start of your next turn, if you hit with a Strike and deal damage to a creature in your earth elemental's reach, the first square the creature moves into after taking that damage is difficult terrain.
Advanced Maneuver Rolling Knockdown

Rolling Knockdown [two-actions]

Source Rage of Elements pg. 40
Your earth elemental rolls along the ground like a bowling ball and knocks a foe over. It Strides up to 10 feet then makes a fist Strike. If it hits, the target is also knocked prone.

PFS LimitedElephant

This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #177: Burning Tundra pg. 73
Your companion is an elephant or mammoth.
Size Large
Melee [one-action] tusk, Damage 1d8 piercing
Melee [one-action] foot, Damage 1d6 bludgeoning
Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Special mount
Support Benefit Your elephant trumpets noisily and menaces your enemy. The first creature within your elephant's reach that you hit and deal damage to before the start of your next turn has difficulty hearing as its ears ring from the noise, taking a –4 status penalty to purely auditory Perception checks until the end of your next turn.
Advanced Maneuver Grabbing Trunk

Grabbing Trunk [two-actions]

Source Pathfinder #177: Burning Tundra pg. 73
The elephant grabs its foe with its trunk and carries it off. The elephant uses Athletics to Grapple a creature up to two sizes smaller than the elephant in its trunk. If its target is grabbed or restrained, the elephant repositions the target to another space in the elephant's reach.

PFS StandardFire Elemental

Uncommon Fire 
Source Rage of Elements pg. 40
Your companion is a fire elemental, such as a cinder rat or lava otter.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).

Access You are a member of the flame order.
Size Small
Melee [one-action] tendril (agile, finesse), Damage 1d6 fire
Str +2, Dex +2, Con +1, Int -4, Wis +1, Cha +0
Hit Points 4
Skill Intimidation
Senses darkvision
Speed 25 feet
Special Immunities fire, Weaknesses cold and water (equal to the fire elemental's level)
Support Benefit Your fire elemental burns your foes and sets them on fire. Until the start of your next turn, your Strikes that damage a creature in your fire elemental's reach also deal 1d6 persistent fire damage. If your fire elemental is nimble or savage, the persistent fire damage increases to 2d6.
Advanced Maneuver Flamethrower

Flamethrower [two-actions]

Source Rage of Elements pg. 41
Frequency once per 10 minutes
The fire elemental makes a tendril Strike against all creatures in a 60-foot line, even those that aren't in the tendril Strike's reach. All these Strikes count toward the fire elemental's multiple attack penalty, but it doesn't increase until all the Strikes.

PFS StandardGoat

Legacy Content

Source Highhelm pg. 109
Your companion is a breed of mountain goat populous in the Five Kings Mountains.
Size Medium
Melee [one-action] headbutt (shove), Damage 1d8 bludgeoning
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Acrobatics
Senses scent (imprecise) 30 feet
Speed 35 feet, climb 15 feet
Special mount
Support Benefit Your goat boosts you up a wall, allowing you to reach greater heights. You climb up a surface as if you had rolled a success on a Climb action.
Advanced Maneuver Knock Aside

Knock Aside [one-action]

Source Highhelm pg. 109
Requirements The animal companion's last action was a successful headbutt Strike.
The goat automatically pushes the target back 5 feet, or 10 feet if the required Strike was a critical hit

PFS StandardHorse

Source Player Core pg. 209
Your companion is a horse, pony, or similar equine.
Size Medium or Large
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Special mount
Support Benefit Until the start of your next turn, if you're mounted on your horse and moved 10 feet or more on the action before a melee Strike, add a circumstance bonus to damage for that Strike equal to twice the number of weapon damage dice. If your weapon already has the jousting weapon trait, increase the trait's damage bonus by 2 per die instead.
Advanced Maneuver Gallop

Gallop [two-actions]

Move 
Source Player Core pg. 209
The horse Strides twice at a +10-foot circumstance bonus to Speed.

PFS LimitedHyena

Legacy Content

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Your companion is a hyena
Size Small
Melee [one-action] jaws (finesse), Damage 1d8 piercing
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit The hyena mockingly yowls at your enemies and bites at them when you create an opening. Until the start of your next turn, each time you hit a creature in the hyena’s reach with a Strike, the creature becomes frightened 1.
Advanced Maneuver Gnaw

Gnaw [one-action]

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Requirements The animal companion’s last action was a successful jaws Strike.
The Strike’s target takes 1d6 persistent bleed damage and takes a –10-foot status penalty to its Speed until it removes the bleed damage. If the hyena is a specialized animal companion, the persistent bleed damage increases to 2d6.

PFS StandardLegchair

Legacy Content

Source Grand Bazaar pg. 72
Your companion is a strange creature, akin to a chair with bestial legs.
Size Medium or Large
Melee [one-action] hoof (agile), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Special mount
Support Benefit Your legchair moves its limbs in the way of enemy attacks. You gain lesser cover from your legchair against all attacks, not just ones where the legchair would be in the way.
Advanced Maneuver Careful Withdraw

Careful Withdraw [two-actions]

Source Grand Bazaar pg. 72
The legchair carefully extricates you from a dangerous situation. It Steps twice and then Strides.

PFS StandardMetal Elemental

Uncommon Metal 
Source Rage of Elements pg. 41
Your companion is a metal elemental, such as a mercurial. Metal elementals don't have any special access because druids don't have an order dedicated to the elemental magic of metal.
PFS Note For Pathfinder Society play, any druid with an animal companion may take a metal elemental as their companion

Size Small
Melee [one-action] spike, Damage 1d8 piercing
Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 25 feet
Support Benefit Your metal elemental pierces an enemy with metal spikes that cause it to bleed. Until the start of your next turn, your Strikes that damage a creature in your metal elemental's reach also deal 1d6 persistent bleed damage. If your metal elemental is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Spiked Bunker

Spiked Bunker [one-action]

Source Rage of Elements pg. 41
Your metal elemental surrounds itself with protective metal spikes, hunkering down defensively. It gains a +2 circumstance bonus to AC. Any creature that hits the metal elemental with a melee unarmed attack while it's in its Spiked Bunker takes 2d6 piercing damage (or 3d6 piercing damage if your metal elemental has a specialization). The metal elemental can't move, Strike, or take other actions that require it to use its body while in its Spiked Bunker, but it can retract the bunker as a single action, ending the effects.

PFS LimitedMonitor Lizard

This Animal Companion may contain spoilers from the Extinction Curse Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #154: Siege of the Dinosaurs pg. 73
Your companion is a stocky-limbed lizard with a long, almost serpentine body.
Size Medium
Melee [one-action] jaws, Damage 1d8 piercing
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision, scent (imprecise) 30 feet
Speed 30 feet
Special mount
Support Benefit The monitor lizard distracts an adjacent opponent with snapping jaws and rapid movements. Until the start of your next turn, if your Strike damages a foe, any time the foe attempts an action with the manipulate trait until the end of your next turn, it must attempt a DC 5 flat check. On a failure, the action is disrupted.
Advanced Maneuver Lurching Rush

Lurching Rush [two-actions]

Source Pathfinder #154: Siege of the Dinosaurs pg. 74
The monitor lizard Strides and then makes a jaws Strike. If it moved at least 20 feet away from its starting position, it gains a +2 circumstance bonus to this attack roll.

PFS StandardMoth

Legacy Content

Source Grand Bazaar pg. 54
Your animal companion is a giant fruit-eating moth with a strong proboscis that can pierce skin.
Size Small
Melee [one-action] proboscis (finesse), Damage 1d6 piercing
Str +2, Dex +3, Con +1, Int -4, Wis +2, Cha +0
Hit Points 6
Skill Stealth
Senses darkvision, scent (imprecise, 30 feet)
Speed 15 feet, fly 30 feet
Special Your moth is invisible to echolocation.
Support Benefit Your moth releases a shower of dust to reveal your foes. Until the start of your next turn, if you damage a concealed or hidden creature in your moth's reach with a Strike, that creature requires only a DC 3 flat check to target it if it's concealed, or DC 9 if it's hidden. The reduced DC lasts until the end of your next turn.
Advanced Maneuver Ultrasonic Scream

Ultrasonic Scream [two-actions]

Source Grand Bazaar pg. 54
The moth flaps its wings and emits ultrasonic squeaks that scramble the senses of nearby creatures. Choose one creature within 30 feet of the moth. That creature must attempt a Fortitude save. This uses a trained DC using the moth's Constitution modifier or an expert DC if the moth is specialized.

Success The target treats all creatures as concealed on its next attack before the start of your next turn.
Failure The target treats all creatures as concealed until the start of your next turn.
Critical Failure As failure, and the target is also stunned 1.

PFS StandardOozeform Chair

Legacy Content

Source Treasure Vault pg. 106 1.1
Your companion is an alchemical ooze that extends pseudopods to move around.
Size Medium or Large
Melee [one-action] pseudopod (agile), Damage 1d6 bludgeoning
Str +3, Dex +2, Con +3, Int -4, Wis +0, Cha +0
Hit Points 6
Skill Athletics
Senses Motion Sense Your oozeform chair can sense nearby creatures through vibration in the air. This is an imprecise sense with a range of 30 feet.
Speed 20 feet
Special mount
Support Benefit A pseudopod extends out from your chair, retrieving an unattended object within 15 feet. If you don't have a hand free to receive the object, the chair drops it in your space.
Advanced Maneuver Extend Pseudopod

Extend Pseudopod [one-action]

Source Treasure Vault pg. 107 1.1
Your chair lengthens itself, granting its pseudopod Strike the reach 10 feet trait until the beginning of your next turn.

PFS StandardPangolin

Legacy Content

Source Grand Bazaar pg. 55
Your companion is a particularly large pangolin, such as an ugvashi from Vudra.
Size Medium
Melee [one-action] body, Damage 1d8 bludgeoning
Melee [one-action] claw (agile), Damage 1d6 slashing
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed 25 feet
Support Benefit Your pangolin tears at your enemies with its serrated plates. Until the start of your next turn, your Strikes that damage a creature in your pangolin's reach also deal 1d6 persistent bleed damage. If your pangolin is nimble or savage, the persistent bleed damage increases to 2d6.
Advanced Maneuver Defensive Curl

Defensive Curl [one-action]

Source Grand Bazaar pg. 55
The pangolin coils into a ball to defend itself. It gains a +2 circumstance bonus to AC. Any creature that hits the pangolin with a melee unarmed attack while it's in its Defensive Curl take 2d6 persistent bleed damage. The pangolin can't move, use its unarmed attacks, or take other actions that require it to use its limbs while in its Defensive Curl, but it can unfurl as a single action, ending the effects of Defensive Curl.

PFS LimitedRhinoceros

This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #177: Burning Tundra pg. 73
Your companion is a rhinoceros or woolly rhinoceros.
Size Large
Melee [one-action] horn, Damage 1d8 piercing
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses scent (imprecise, 30 feet)
Speed 30 feet
Special mount
Support Benefit Your rhino swings its heavy head to unbalance your enemy. The first creature within your rhino's reach that you hit and deal damage to before the start of your next turn becomes clumsy 1 until the end of your next turn.
Advanced Maneuver Rhinoceros Charge

Rhinoceros Charge [two-actions]

Source Pathfinder #177: Burning Tundra pg. 73
The rhino Strides and makes a horn Strike at the end of its Stride. As long as the rhino moved at least 20 feet, the horn Strike deals 1d8 additional piercing damage, or 2d8 additional damage if your rhino is nimble or savage.

PFS StandardRiding Drake

Uncommon Dragon 
Source Player Core pg. 209
Your companion is a swift, flightless drake with limited intelligence, less vicious than most drakes but fiercely loyal to you. A riding drake has the dragon trait instead of the animal trait, but it otherwise functions normally as an animal companion.
Size Large
Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha +2
Hit Points 8
Skill Intimidation
Senses darkvision
Speed 45 feet
Special mount
Support Benefit Your drake snorts fire in your foes' faces. Until the start of your next turn, each time you Strike while riding the drake and hit a creature in the drake's reach, the creature takes 1d4 fire damage from the drake. If your drake is nimble or savage, the fire damage increases to 2d4.
Advanced Maneuver Fire Breath

Fire Breath [two-actions]

Source Player Core pg. 209
Frequency once per hour
The riding drake breathes a 30-foot cone of fire, dealing 1d6 fire damage for every 2 levels the drake has to all creatures in the area (basic Reflex save). This uses a trained DC using the drake's Constitution modifier or an expert DC if the drake is specialized.

PFS StandardRootball Chair

Legacy Content

Source Treasure Vault pg. 107 1.1
Your companion is a woven sphere of living plant roots that rolls over the ground, while you sit on a stabilized seat above it.
Size Medium or Large
Melee [one-action] vine (reach 10 feet), Damage 1d8 slashing
Str +2, Dex +2, Con +3, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Stealth
Senses low-light vision
Speed 30 feet
Special mount
Support Benefit Your rootball chair moves smoothly over most terrain, thanks to its many tendrils. Your rootball chair ignores difficult terrain.
Advanced Maneuver Seedpod Spring

Seedpod Spring [two-actions]

Source Treasure Vault pg. 107 1.1
A seedpod within the chair bursts and uncoils, releasing a light clump of cottony material. Your rootball chair Leaps up to 30 feet vertically or horizontally and drifts down, sinking 5 feet for every 5 feet traveled horizontally and causing you to take no falling damage. The cottony material disperses when you land.

PFS StandardScorpion

Source Player Core pg. 210
Your companion is one of the various species of giant scorpion.
Size Small
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses darkvision
Speed 30 feet
Special The scorpion's stinger attack deals an additional 1d4 poison damage or 2d4 poison damage if the scorpion is a specialized companion.
Support Benefit Your scorpion drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your scorpion's reach also deal 1d6 persistent poison damage. If your scorpion is nimble or savage, the persistent poison damage increases to 2d6.
Advanced Maneuver Grab and Sting

Grab and Sting [two-actions]

Source Player Core pg. 210
The scorpion holds its foe in place with its pincers in order to sting it. It makes a pincer Strike. If the Strike hits, the target creature automatically becomes grabbed by the scorpion, which then makes a stinger Strike against it. The grabbed condition lasts until the end of your next turn.

PFS StandardShadow Hound

Legacy Content

Uncommon 
Source Secrets of Magic pg. 228 1.1
Your companion is a canine creature related to the Shadow Plane denizens known as shadow mastiffs.
Access You're a shadowcaster
Size Small
Melee [one-action] jaws (finesse), Damage 1d8 piercing
Str +2, Dex +3, Con +1, Int -4, Wis +1, Cha +1
Hit Points 4
Skill Intimidation
Senses darkvision, scent (imprecise) 30 feet
Speed 30 feet
Support Benefit Your shadow hound shrouds your foes in shadow when you leave an opening. Until the start of your next turn, when you damage a creature with a Strike and that creature is within reach of your shadow hound, both you and your shadow hound become concealed to the creature until the end of your next turn.
Advanced Maneuver Bay

Bay [two-actions]

Source Secrets of Magic pg. 228 1.1
The shadow hound releases an eerie bay, attempting to Demoralize each foe in a 20-foot emanation. These Demoralize attempts don't require a language and don't take any penalty due to not sharing a language.

PFS StandardShark

Source Player Core pg. 210
Your companion is a shark of any kind, such as a hammerhead, great white, or jigsaw shark.
Size Small
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses blood scent, scent (imprecise, 60 feet)
Speed swim 40 feet
Special The shark has the aquatic trait. Its blood scent enables it to smell blood in the water from up to 1 mile away.
Support Benefit When your shark senses blood, it tears into your enemies. Until the start of your next turn, each time you hit a creature in the shark's reach with a Strike and deal slashing or piercing damage, the creature takes 1d8 slashing damage from the shark. If your shark is nimble or savage, the slashing damage increases to 2d8.
Advanced Maneuver Shred

Shred [one-action]

Source Player Core pg. 210
Requirements The shark hit with a jaws Strike on its most recent action this turn.
The shark viciously rips into the wound. The target of the shark's Strike takes 1d8 slashing damage (2d8 for a mature shark or 3d8 for a specialized companion).

PFS StandardSnake

Source Player Core pg. 210
Your companion is a constrictor snake, such as a boa or python.
Size Small
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Stealth
Senses low-light vision, scent (imprecise, 30 feet)
Speed 20 feet, climb 20 feet, swim 20 feet
Support Benefit Your snake holds your enemies with its coils, interfering with reactions. Until the start of your next turn, any creature your snake threatens can't use reactions triggered by your actions unless its level is higher than yours.
Advanced Maneuver Constrict

Constrict [one-action]

Source Player Core pg. 210
Requirements The snake has a smaller creature grabbed.
The snake deals 12 bludgeoning damage to the grabbed creature; the creature must attempt a basic Fortitude save against your class DC. If the snake is a specialized animal companion, increase this damage to 20.

PFS StandardTerror Bird

Legacy Content

Source Grand Bazaar pg. 55
Your companion is a terror bird, a large species of flightless carnivorous avian.
Size Large
Melee [one-action] beak, Damage 1d8 piercing
Melee [one-action] talon (agile), Damage 1d6 piercing
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses low-light vision
Speed 40 feet
Special mount
Support Benefit Your terror bird screeches at your enemies when you create an opening. Until the start of your next turn, your Strikes that deal damage to a creature within your terror bird's reach make the target flat-footed until the start of your next turn.
Advanced Maneuver Tearing Clutch

Tearing Clutch [two-actions]

Source Grand Bazaar pg. 55
The terror bird makes a beak Strike; on a successful hit, the target takes 2d6 persistent bleed damage.

PFS LimitedTriceratops

This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #177: Burning Tundra pg. 73
Your companion is a triceratops or other armored dinosaur. If necessary, change the horn attack and damage type to an appropriate attack for the dinosaur (for example, an ankylosaurus would have a tail attack that deals bludgeoning damage).
Size Large
Melee [one-action] horn, Damage 1d8 piercing
Melee [one-action] foot, Damage 1d6 bludgeoning
Str +3, Dex +1, Con +2, Int -4, Wis +2, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 25 feet
Special mount
Support Benefit Your triceratops gores prone targets in your wake. Until the start of your next turn, your Strikes that damage a prone creature in your triceratops's reach also deal 1d8 persistent bleed damage. If your triceratops is nimble or savage, the persistent bleed damage increases to 2d8.
Advanced Maneuver Lumbering Knockdown

Lumbering Knockdown [two-actions]

Source Pathfinder #177: Burning Tundra pg. 74
Your triceratops Strides up to 10 feet, then makes a horns Strike. On a success, the target is knocked prone.

PFS LimitedTyrannosaurus

This Animal Companion may contain spoilers from the Quest for the Frozen Flame Adventure Path

Legacy Content

Uncommon 
Source Pathfinder #177: Burning Tundra pg. 74
Your companion is a tyrannosaurus, allosaurus, or similar large, carnivorous dinosaur.
Size Large
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] foot, Damage 1d6 bludgeoning
Str +3, Dex +1, Con +3, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Intimidation
Senses low-light vision, scent (imprecise, 30 feet)
Speed 35 feet
Support Benefit Your tyrannosaurus roars and puts on a fearsome display as you attack, startling your foes. Until the start of your next turn, if you hit and deal damage to a creature within your tyrannosaurus's reach, the creature is frightened 1.
Advanced Maneuver Overwhelm

Overwhelm [two-actions]

Source Pathfinder #177: Burning Tundra pg. 74
The tyrannosaurus bears down on an enemy and pins it with its jaws. The tyrannosaurus makes a jaws Strike; on a hit, the target is grabbed.

PFS StandardUlgrem-Lurann

Legacy Content

Rare 
Source Monsters of Myth pg. 119
Your companion is one of the few surviving members of a formerly lost species, hatched from the last clutch of Ulgrem-Axaan. As it's so young, its intelligence hasn't developed yet, but some day, it will become a highly intelligent creature. An Ulgrem-Lurann has the beast trait instead of the animal trait but otherwise functions normally as an animal companion.
Size Medium
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] tail, Damage 1d6 bludgeoning
Str +3, Dex +2, Con +2, Int -4, Wis +0, Cha +1
Hit Points 6
Skill Intimidation
Senses darkvision
Speed 20 feet, swim 25 feet
Special The Ulgrem-Lurann has the amphibious trait.
Support Benefit The Ulgrem-Lurann grabs at your foe and zaps it. Until the start of your next turn, each time you hit a creature in the Ulgrem-Lurann's reach with a Strike, the creature takes an additional 1d4 piercing damage and 1d4 electricity damage from the Ulgrem-Lurann. If the Ulgrem-Lurann is nimble or savage, the piercing damage and electricity damage each increase to 2d4.
Advanced Maneuver Snatch and Zap

Snatch and Zap [two-actions]

Source Monsters of Myth pg. 119
The Ulgrem-Lurann bites down hard and unleashes an electrical discharge. It makes a jaws Strike. If the Strike hits, the target creature automatically becomes grabbed by the Ulgrem-Lurann and takes 1d4 electricity damage (2d4 for a mature Ulgrem-Lurann or 3d4 for a specialized companion). The grabbed condition lasts until the end of your next turn, though the Ulgrem-Lurann can use Grapple to attempt to extend the duration as normal.

PFS LimitedVulture

Legacy Content

Source Pathfinder #149: Against the Scarlet Triad pg. 80
Your companion is a vulture, condor, or other large scavenging bird.
Size Small
Melee [one-action] jaws (finesse), Damage 1d8 piercing
Str +2, Dex +2, Con +2, Int -4, Wis +2, Cha +0
Hit Points 6
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 10 feet, fly 45 feet
Special Your vulture gains a +1 status bonus to all saves against disease, and if it rolls a success on a save against a disease, the result is a critical success instead.
Support Benefit The vulture retches and vomits onto a foe within 10 feet. Until the start of your next turn, if you hit and deal damage to the target, the target must succeed at a Fortitude save or become sickened 1 (sickened 2 on a critical failure). The DC of the Fortitude save is 12 (or 14, if the vulture is a specialized animal companion) + your level + the vulture’s Constitution modifier.
Advanced Maneuver Feast on the Fallen

Feast on the Fallen [reaction]

Healing Manipulate 
Source Pathfinder #149: Against the Scarlet Triad pg. 80
Frequency once per hour
Trigger A creature adjacent to the vulture is reduced to 0 Hit Points
The vulture consumes a piece of the defeated foe, regaining 18 Hit Points. If the vulture is a specialized animal companion, increase the Hit Points regained to 30.

PFS StandardWater Elemental

Uncommon Water 
Source Rage of Elements pg. 41
Your companion is a water elemental, such as a brine shark.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).

Access You are a member of the wave order.
Size Small
Melee [one-action] wave, Damage 1d8 bludgeoning
Str +2, Dex +2, Con +1, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Survival
Senses darkvision
Speed 15 feet, swim 35 feet
Special Resistances fire (equal to the water elemental's level)
Support Benefit Your water elemental waterlogs a foe. The first time before the start of your next turn you hit with a Strike that deals damage to a creature within your water elemental's reach, that creature becomes clumsy 1 until the end of your next turn.
Advanced Maneuver Drench

Drench [one-action]

Source Rage of Elements pg. 41
Your water elemental drenches nearby fires to extinguish them. Your elemental puts out all fires in a 5-foot emanation. It extinguishes all non-magical fires automatically and attempts to counteract magical fires (its counteract modifier is equal to its attack modifier with its wave Strike, unmodified by any bonuses or effects that apply to attack rolls).

PFS StandardWater Wraith

Legacy Content

Uncommon 
Source Impossible Lands pg. 107
Your companion is a water wraith, an amphibious and expressive lizard capable of changing the color of its scales as it pleases. While your companion hasn't yet matured into its full strength and intelligence, it still serves you with admirable tenacity and loyalty, not to mention its lamprey-like mouth of lacerating teeth and eight clawed, slashing feet.
Access Characters from Alkenstar have access to this companion
Size Small
Melee [one-action] jaws, Damage 1d8 piercing
Melee [one-action] claw (agile), Damage 1d6 slashing
Str +3, Dex +2, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Survival
Senses Normal
Speed 20 feet, swim 25 feet
Special The water wraith can hold its breath for about 2 hours.
Support Benefit Your water wraith hisses and changes colors swiftly in an iridescent clash, overwhelming your foes in an avalanche of shades and hues. Until the start of your next turn, each time you hit a creature within your water wraith's reach, the creature is dazzled for 1 round.
Advanced Maneuver Gulp Blood

Gulp Blood [one-action]

Source Impossible Lands pg. 107
Requirements The water wraith's last action was a successful jaws attack against a foe.
The water wraith gains 2d8 temporary Hit Points that last for 1 round, and the foe takes 2d6 persistent bleed damage. If the water wraith has a specialization, the water wraith instead gains 3d8 temporary Hit Points, and the target takes 3d6 persistent bleed damage. If the targeted creature has absolutely no vital fluids, this ability might not function, at the GM's discretion.

PFS StandardWolf

Source Player Core pg. 210
Your companion is a wolf, dog, or other canine.
Size Small
Str +2, Dex +3, Con +2, Int -4, Wis +1, Cha +0
Hit Points 6
Skill Survival
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).
Advanced Maneuver Takedown

Takedown [one-action]

Source Player Core pg. 210
Requirements The animal companion’s last action was a successful jaws Strike.
The wolf automatically knocks the target of its jaws Strike prone.

PFS StandardWood Elemental

Uncommon Plant Wood 
Source Rage of Elements pg. 41
Your companion is a wood elemental, such as a moss sloth.
PFS Note Druids of the specifically listed orders may also take the other elementals (e.g. a wave order druid may take a water elemental companion).

Access You are a member of the leaf order.
Size Small
Melee [one-action] branch, Damage 1d8 bludgeoning
Str +2, Dex +1, Con +2, Int -4, Wis +1, Cha +0
Hit Points 8
Skill Survival
Senses darkvision
Speed 25 feet, climb 25 feet
Support Benefit Your wood elemental entangles your foes with detachable branches and roots. Until the start of your next turn, if you hit with a Strike that deals damage to a creature in your wood elemental's reach, the creature takes a –5-foot circumstance penalty to its Speeds for 1 minute (–10 on a critical success). The creature, or a creature adjacent to it, can use an Interact action to unravel the branches and roots and remove the penalty.
Advanced Maneuver Grabbing Branches

Grabbing Branches [two-actions]

Source Rage of Elements pg. 42
Your wood elemental surrounds a foe with branches, grabbing it in place. Your wood elemental makes a branch Strike; on a success, the target is also grabbed by the wood elemental until the end of your next turn unless your wood elemental moves or the target Escapes.