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Companions | Familiars


All Companions | Animals | Elementals | Undead | Advanced | Unique

Advancement Options | Specializations


Elemental Companions

Source Rage of Elements pg. 39
The Elemental Planes contain creatures of all sorts, from powerful gods to tiny wisps, and everything in between. The fact that the Elemental Planes contain elementals of animal intelligence that serve a similar role in their ecology is no surprise to scholars of the elements, travelers to the Elemental Planes, or any novice conjurer who has ever summoned a cinder rat.

The fauna of the Elemental Planes can form bonds with druids and rangers in much the same way as animals do in the Universe. Elemental companions have the elemental trait instead of the animal trait but otherwise use the normal rules for animal companions. Elemental companions are immune to bleed, paralyzed, poison, and sleep. Elemental companions are typically only selected by druids who have both the animal order and a corresponding elemental order (flame for fire elemental, storm for air elemental, and so on).

PFS StandardAir Elemental

Uncommon Air Elemental Minion 
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 StandardEarth Elemental

Uncommon Earth Elemental Minion 
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 StandardFire Elemental

Uncommon Elemental Fire Minion 
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 StandardMetal Elemental

Uncommon Elemental Metal Minion 
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 StandardWater Elemental

Uncommon Elemental Minion 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 StandardWood Elemental

Uncommon Elemental Minion 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.

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