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Creature Families

Source Bestiary
Many creatures are part of a larger group and share some common qualities.

Artisan

Source NPC Core pg. 8
Expertise is forged through years of effort and often tedious work. Artisans are masters of their craft, able to create works both practical and beautiful.

Members

Apprentice (Creature -1), Guildmaster (Creature 8), Merchant (Creature -1), Smith (Creature 3)

Azarketi

Source Absalom, City of Lost Omens pg. 396
Azarketis, also known as Low Azlanti or gillmen, can be found all over Golarion, with a particularly high concentration around Absalom and the Inner Sea. (click to see full entry)

Members

Azarketi Crab Catcher (Creature 0), Azarketi Sailor (Creature 2), Azarketi Tide Tamer (Creature 7)

Catfolk

Source Monster Core pg. 52 1.1
Lithe and agile, with catlike features and long tails, the amurruns are wanderers, explorers, and extroverts who share a gregarious nature and an unbridled curiosity. This latter characteristic leads many individual amurruns into trouble, yet this inquisitiveness is paired with a penchant for good fortune that offsets much of their self-induced peril. (click to see full entry)

Members

Catfolk Name Collector (Creature 6), Catfolk Pouncer (Creature 1), Leaping Thief (Creature 3), Lucky Courser (Creature 8)

Centaur

Source Monster Core pg. 58 1.1
Centaurs are legendary hunters and trackers who resemble heavily muscled humans with the bodies of powerful horses from the waist down. They are typically nomadic and consider themselves the stewards of the surrounding landscapes. While stories of bloody clashes between centaurs and humanoid travelers are well known, centaurs are neither intrinsically bloodthirsty nor recklessly aggressive. (click to see full entry)

Members

Centaur Herbalist (Creature 3)

Courtier

Source NPC Core pg. 12
The denizens of a noble court are the most powerful people in a civilization, primed with wealth, station, and authority above the common people.

Members

Advisor (Creature 5), Court Historian (Creature -1), Courtesean (Creature 2), Envoy (Creature 0), Knight (Creature 7), Noble (Creature 3), Palace Guard (Creature 4), Spy (Creature 6), Veteran Noble (Creature 6)

Criminal

Source NPC Core pg. 18
In the underbelly of society, the lawless reign supreme.

Members

Assassin (Creature 8), Bandit (Creature 2), Bandit Gang (Creature 7), Burglar (Creature 4), Charlatan (Creature 3), Crime Kingpin (Creature 12), Fence (Creature 5), Flamboyant Thief (Creature 15), Grave Robber (Creature 1), Legbreaker (Creature 6), Loan Shark (Creature 2), Master Of Disguise (Creature 7), Ruffian (Creature 2)

Devotee

Source NPC Core pg. 28
Religions inspire devout individuals to uphold their tenets. (click to see full entry)

Members

Abbot of Abadar (Creature 1), Acolyte of Iomedae (Creature 1), Acolyte of Nethys (Creature 1), Blasphemer of Zon-Kuthon (Creature 2), Champion of Shelyn (Creature 7), Deific Champion of Iomedae (Creature 12), Deific Vessel of Urgathoa (Creature 15), High Priest of Pharasma (Creature 9), Penitent Of Calistria (Creature 0), Pilgrim of Irori (Creature -1), Priest of Pharasma (Creature 6), Priest of Sarenrae (Creature 6), Prophet (Creature 2), Rancorous Priesthood (Creature 11), Sibyl (Creature 3), Traveling Priest of Desna (Creature 9), Zealot of Asmodeus (Creature 4)

Dhampir

Source Monster Core pg. 95 1.1
As the mortal offspring of a vampire and a living parent, dhampirs occupy an unusual place among the living. Their vampiric parentage lends them elongated incisors, an unearthly beauty and physical grace, ghostly pallor, and a piercing gaze. (click to see full entry)

Members

Dhampir Wizard (Creature 2)

Downtrodden

Source NPC Core pg. 40
Unfortunately, every society has people living on its fringes.

Members

Beggar (Creature -1), Commoner (Creature -1), Drunkard (Creature 2), Prisoner (Creature 1), Urchin (Creature -1)

Dwarf

Source Monster Core pg. 135 1.1
A dwarf's strength comes from their stoic determination, quality equipment, and their ability to hold grudges for centuries.

Members

Dwarf Battalion (Creature 6), Dwarf General (Creature 8), Dwarf Smith (Creature 0), Dwarf Stonecaster (Creature 4), Dwarf Warrior (Creature 1), Spirit Priest (Creature 5)

Elf

Source Monster Core pg. 151 1.1
Elves are mysterious and intelligent, and graceful and cunning in battle.

Members

Aiuvarin Elementalist (Creature 2), Aiuvarin Translator (Creature 0), Demonbane Warrior (Creature 5), Elf Ranger (Creature 1), Elven Court Guard (Creature 13), Forlorn Artist (Creature 2), Woodland Scouts (Creature 8)

Engineer

Source NPC Core pg. 42
Although relatively uncommon across much of Golarion, the frequently eccentric but undeniably brilliant minds who create elaborate devices of clockwork, gunpowder, and steam often loom much larger in the public eye than their numbers would suggest. (click to see full entry)

Members

Artillerist (Creature 3), Demolitionist (Creature 4), Driver (Creature 2), Dynamo (Creature 8), Gadgeteer (Creature 6), Gunsmith (Creature 1), Juggernaut (Creature 13), Mechanic (Creature 1), Rocketeer (Creature 6), Toymaker (Creature 3)

Explorer

Source NPC Core pg. 52
Explorers are often well-equipped and well-trained for any type of hazard and are eager to lead others into the wild.

Members

Chronicler (Creature 3), Expedition Leader (Creature 9), Forger (Creature 1), Gamekeeper (Creature 6), Guide (Creature 4), Hunter (Creature 7), Mountaineer (Creature 5), Natural Scientist (Creature 2), Poacher (Creature 2), Tomb Raider (Creature 5), Torchbearer (Creature 0), Tracker (Creature 3), Wooly Wrangler (Creature 8)

Firebrands

Source Character Guide pg. 118 2.0
Not all factions have central bases of operation or organized hierarchies of command. The loosely affiliated freedom fighters, swashbuckling heroes, and entertainers known as the Firebrands are one such group. (click to see full entry)

Members

Charming Scoundrel (Creature 4), Privateer Captain (Creature 11)

Foresters

Source Gamemastery Guide pg. 218
From the managed and cultivated forests that support villages to the tree-covered crown lands where only nobles and their servants are permitted to hunt, forests provide. To communities, forests provide fuel, food, medicine, and raw materials, while royally protected forests provide food for the nobles' table and a source of entertainment in the form of organized hunts. (click to see full entry)

Members

Hunter (Creature 7), Poacher (Creature 2), Tracker (Creature 3)

Gnome

Source Monster Core pg. 172 1.1
Gnomes are known for being creative and curious. They stand at around 3 feet tall, and their vivid personalities match their naturally vivid hair and eye color. Gnomes possess a natural connection to their ancestral home, the First World. (click to see full entry)

Members

Bleachling Survivor (Creature 2), Gnome Bard (Creature 1), Gnome Conservationist (Creature 6), Gnome Daredevil (Creature 2), Gnome Philomath (Creature -1), Razzle Dazzler (Creature 5), Umbral Gnome Rockwarden (Creature 5), Umbral Gnome Scout (Creature 1), Umbral Gnome Warrior (Creature 2)

Goblin

Source Monster Core pg. 174 1.1
These small humanoids typically have green or gray skin and large heads with wide ears. While some goblins are civilized and have worked hard to be considered upstanding members of humanoid communities, many are impetuous and vicious creatures who delight in wreaking havoc. (click to see full entry)

Members

Big Boss Goblin (Creature 6), Goblin Chef (Creature 1), Goblin Commando (Creature 1), Goblin Get Gang (Creature 5), Goblin Pyro (Creature 1), Goblin Scavenger (Creature 4), Goblin War Chanter (Creature 1), Goblin Warrior (Creature -1)

Healer

Source NPC Core pg. 60
The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.

Members

Apothecary (Creature -1), Humanitarian Hermit (Creature 9), Local Herbalist (Creature 1), Peerless Healer (Creature 15), Physician (Creature -1), Plague Doctor (Creature 5), Surgeon (Creature 2), Therapeutic Healer (Creature 7), Tonic Merchant (Creature 3)

Hellknights

Source Character Guide pg. 120 2.0
Several different orders of the mercenaries known collectively as Hellknights operate in Avistan, with most of their number stationed in the nation of Cheliax. These mercenaries see the law of the land as inviolate and offer their services as enforcers to any who can pay their prices. (click to see full entry)

Members

Hellknight Armiger (Creature 4), Hellknight Paravicar (Creature 11)

Knights of Lastwall

Source Character Guide pg. 122 2.0
For centuries, the nation of Lastwall stood as a bulwark against the orcs of Belkzen and the lingering threat of the Whispering Tyrant. But when the Whispering Tyrant escaped his prison, he brought to his enemies in Lastwall a devastating apocalypse. (click to see full entry)

Members

Veteran Reclaimer (Creature 11), Virtuous Defender (Creature 4)

Kobold

Source Monster Core pg. 210 1.1
Kobolds are small reptilian humanoids. They lurk in dark spaces, usually tunnels and mines beneath the earth, in either warrens of their own design or complexes discovered and colonized after the original builders have moved on. Though kobolds are far more pragmatic than courageous, they use every inch of their cunning to even the playing field between themselves and other, stronger creatures. (click to see full entry)

Members

Dark Talon Kobold (Creature 2), Kobold Cavern Mage (Creature 2), Kobold Earth Diver (Creature 4), Kobold Egg Guardian (Creature 3), Kobold Scout (Creature 1), Kobold Trapper (Creature 2), Kobold Tunnelrunner (Creature 0), Kobold Warrior (Creature -1)

Laborer

Source NPC Core pg. 66
Society is built upon the backs of laborers.

Members

Commoner (Creature -1), Construction Worker (Creature 2), Dockhand (Creature 0), Drover (Creature 0), Farmer (Creature 0), Fisher (Creature 0), Gravedigger (Creature 1), Innkeeper (Creature 1), Messenger (Creature 1), Miner (Creature 0), Mixed Martial Artist (Creature 7), Servant (Creature -1), Vermin Catcher (Creature 2)

Leshy

Source Monster Core pg. 216 1.1
Leshies are intelligent plant creatures who guard areas of primeval wilderness or earthly power. Originally created by powerful fey, they manifest when a skilled practitioner of primal magic—typically a druid— combines a nature spirit with a body carefully grown and crafted from local vegetation. The rites and materials required to create a leshy vary depending on the type of leshy. They are typically given life in an area of great natural significance, such as an arboreal's grove, a druidic circle, a fairy ring, or a great natural wonder.

Members

Cactus Leshy (Creature 2), Corn Leshy Throng (Creature 4), Flytrap Leshy (Creature 4), Fungus Leshy (Creature 2), Gourd Leshy (Creature 1), Gourd Leshy Witch (Creature 6), Leaf Leshy (Creature 0), Root Leshy Groundskeeper (Creature -1), Seaweed Leshy (Creature 3), Sunflower Leshy (Creature 1), Tumbleweed Leshy Courier (Creature 3), Vine Leshy (Creature 0)

Lizardfolk

Source Monster Core pg. 226 1.1
Capable and adaptable predators, the reptilian beings known as lizardfolk are heirs to truly ancient civilizations. Their oral traditions cover thousands of years, and they revere the bones of their ancestors. Fossilized lizardfolk are even built into the walls of lizardfolk's stone and glass cities, to allow these predecessors to watch over their kin. (click to see full entry)

Members

Iruxi Masked Mummer (Creature 9), Lizardfolk Defender (Creature 1), Lizardfolk Scout (Creature 1), Lizardfolk Stargazer (Creature 2), Terwa Chosen (Creature 8), Terwa Prodigy (Creature 6), Terwa Star Reader (Creature 7), Tidewater Guard (Creature 4)

Longlegs

Source Pathfinder #200: Seven Dooms for Sandpoint pg. 192
While smaller specimens of these unsettling-looking arachnids (known regionally by names like harvesters, tickle spiders, or daddy longlegs) are harmless, their larger cousins, known simply as longlegs, are anything but.

Members

Giant Longlegs (Creature 3), Sicklefang Longlegs (Creature 6)

Magaambyan Adepts

Source Character Guide pg. 124 2.0
Golarion reeled from the disaster of Earthfall, and its peoples took long to recover. But recover they did, and one of the first institutions to rise from the ashes of near destruction was the Magaambya, an academy of arcane learning founded by the legendary wizard known as Old- Mage Jatembe. (click to see full entry)

Members

Rain-Scribe (Creature 4), Tempest-Sun Mage (Creature 11)

Magistrates

Source Gamemastery Guide pg. 224
Magistrates are the cogs and gears that keep bureaucracy running, moving the machine along under the inertia of the status quo.

Members

Harbormaster (Creature 3), Judge (Creature -1), Tax Collector (Creature -1), Warden (Creature 6)

Martial Artist

Source NPC Core pg. 72
Martial artists strive to master the art of hand-to-hand fighting. (click to see full entry)

Members

Black Belt (Creature 12), Grandmaster (Creature 17), Martial Student (Creature 3), Tournament Combatant (Creature 5)

Maverick

Source NPC Core pg. 76
These lone wolves have an aura of mystery, bravado, and swagger.

Members

Arms Dealer (Creature 2), Gunwitch (Creature 7), High Roller (Creature 11), Musketeer (Creature 3), Peerless Duelist (Creature 12), Political Upstart (Creature 0), Runaway Blueblood (Creature 3), Unsanctioned Sheriff (Creature 5)

Mercenary

Source NPC Core pg. 82
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.

Members

Bodyguard (Creature 1), Bounty Hunter (Creature 4), Exiled Revolutionary (Creature 10), Mage For Hire (Creature 3), Mage Killer (Creature 8), Mercenary Band (Creature 9), Monster Hunter (Creature 6), Siegebreaker (Creature 14)

Military

Source NPC Core pg. 88
A military serves to defend and fight on behalf of nations and can be trained and deployed in various ways. (click to see full entry)

Members

Combat Engineer (Creature 1), Conscript Squad (Creature 3), Drill Sergeant (Creature 8), Heavy Cavalry (Creature 7), Hellknight Cavalry Brigade (Creature 8), Infantry Soldier (Creature 2), Line Infantry (Creature 6), Mage Knight (Creature 10), Phalanx Formation (Creature 6), Sniper (Creature 5), Standard Bearer (Creature 4)

Minotaur

Source Monster Core pg. 232 1.1
A minotaur is a large humanoid with bovine features such as horns, hooves, and a layer of hair that covers their entire body. Their head also resembles that of a bull or cow, though with eyes that brim with curiosity or fury, depending on the minotaur's temperament. Though often mistaken for aggressive brutes due to their size and reputation, many minotaurs are skilled artisans who spend much of their lives perfecting their craft. (click to see full entry)

Members

Minotaur Hunter (Creature 4)

Mystic

Source NPC Core pg. 96
Hidden secrets and occult powers have an irresistible lure for many. Since the majority of these NPCs are spellcasters, consider using alternative spell lists to adjust their themes.

Members

Adept (Creature -1), Coven Aspirant (Creature 2), Cult Leader (Creature 7), Cultist (Creature 1), Curse Monger (Creature 14), Demonologist (Creature 7), Enchanting Ritualist (Creature 18), Enigmatic Conspiracist (Creature 4), False Priest (Creature 4), God Caller (Creature 10), Harrow Reader (Creature -1), Mirror Seer (Creature 9), Necromancer (Creature 5), Spirit Binder (Creature 11)

Officers

Source Gamemastery Guide pg. 232
Larger societies rely on those with the authority and the ability to interpret and enforce laws. In good-aligned societies, these officials carry out their duties fairly. (click to see full entry)

Members

Archer Sentry (Creature 2), Barrister (Creature -1), Captain of the Guard (Creature 6), Executioner (Creature 6), Guard (Creature 1), Jailer (Creature 3), Watch Officer (Creature 3)

Official

Source NPC Core pg. 108
Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.

Members

Accuser Agent (Creature 9), Archer Sentry (Creature 2), Arrester Squadron (Creature 8), Barrister (Creature -1), Captain of the Guard (Creature 6), City Guard Squadron (Creature 5), Equestrian Constable (Creature 4), Executioner (Creature 6), Gendarme (Creature 8), Grand Inquisitor (Creature 15), Guard (Creature 1), Harbormaster (Creature 3), Infernal Registrar (Creature 10), Inspector (Creature 3), Jailer (Creature 3), Judge (Creature -1), Mayor (Creature 0), Prime Minister (Creature 0), Tax Collector (Creature -1), Warden (Creature 6), Watch Officer (Creature 3), Watchmage (Creature 5), Watchmage Squadron (Creature 10)

Orc

Source Monster Core pg. 258 1.1
Many orcs are forged in the fires of violence and conflict, often from the moment they're born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance, taming a powerful beast, or slaying a fearsome monster. (click to see full entry)

Members

Dromaar Lorekeeper (Creature 5), Dromaar Mountaineer (Creature 2), Orc Agriculturalist (Creature 1), Orc Commander (Creature 2), Orc Gamekeeper (Creature 4), Orc Scrapper (Creature 0), Orc Skullcrushers (Creature 7), Orc Veteran (Creature 1), Orc Veteran Master (Creature 10)

Pathfinders

Source Character Guide pg. 126 2.0
Many of the greatest explorers and adventurers of the modern age have recorded their discoveries in an ongoing series of chapbooks known as the Pathfinder Chronicles, published irregularly by the Pathfinder Society itself. This diverse group is devoted to exploring the world, supporting its agents in the field, and ensuring the discoveries they make are documented. (click to see full entry)

Members

Pathfinder Field Agent (Creature 4), Pathfinder Venture-Captain (Creature 11)

Performer

Source NPC Core pg. 124
Performances come in a wide variety of forms, from musical methods like singing and instruments to physical dancing and juggling to simple orating and conversing.

Members

Acrobat (Creature 2), Beast Tamer (Creature 4), Court Jester (Creature 10), Dancer (Creature 1), Druid Initiate (Creature 1), Juggler (Creature 2), Maestro (Creature 11), Mime (Creature 3), Puppeteer (Creature 6), Street Musician (Creature 2), Traveling Actor (Creature 3), Troubadour (Creature 3)

Planar Scion

Source Monster Core pg. 266 1.1
Many immortals dwell upon the other planes of the Great Beyond. Some are benevolent and kind, like angels. Others are cruel and destructive, like demons. And some fit roles outside of morality, like psychopomps. It's far from unheard of for mortals and immortals alike to become entangled romantically, and the children of such engagements carry a supernatural element in their bloodlines for generations to follow. (click to see full entry)

Members

Aasimar Redeemer (Creature 5), Aphorite Sharpshooter (Creature 4), Duskwalker Ghost Hunter (Creature 4), Ganzi Martial Artist (Creature 3), Lawbringer Warpriest (Creature 5), Pitborn Adept (Creature 3), Tiefling Adept (Creature 3)

Members

Geniekin

Primalist

Source NPC Core pg. 132
A primalist is a wielder of primal energies and magic, sometimes taught by forces of primal power, including powerful elementals or fey of the First World. Primalists protect the natural world, offering strong medicine to those in need while facing suspicion from those who don't understand their ways.

A great many primalists belong to druidic circles, and even those who aren't members tend to be familiar with the most prominent ones in their homeland.

Members

Dedicated Druid (Creature 7), Mountain Guardian (Creature 6), Pack Leader (Creature 4), Skin Shifter (Creature 8), Tempest Incarnate (Creature 19), Tree Singer (Creature 13)

Publicans

Source Gamemastery Guide pg. 238
Countless adventures begin in a tavern or a pub. Maybe it's because such places attract the risk-prone, or maybe it's because everyone needs a little liquid courage before they decide to take on a group of rampaging ogres.

Members

Barkeep (Creature 1), Drunkard (Creature 2), Innkeeper (Creature 1), Server (Creature -1)

Ratfolk

Source Monster Core pg. 289 1.1
True to their name, ratfolk are rodent-like humanoids well suited to living on the outskirts of mainstream society. Despite common misconceptions that they are dirty or diseased, ratfolk, or ysoki, as they call themselves, keep impeccably clean. Ratfolk are also sometimes mistaken for wererats and initially treated with fear until they can correct the mistaken identification—if they get the chance to do so. (click to see full entry)

Members

Bone Mother (Creature 6), Ratfolk Grenadier (Creature 4), Swarm Voice (Creature 3), Tunnel Viper (Creature 1)

Scholar

Source NPC Core pg. 138
True power comes from knowledge—the power to shape the growth of kingdoms by mere whispers, stay three steps ahead of adversaries, or even know which flora is best for creating untraceable poisons.

Members

Astronomer (Creature 2), Avuncular Professor (Creature 5), Departmental Chair (Creature 7), Eldritch Emeritus (Creature 17), Exuberant Apprentice (Creature 4), Globetrotting Scholar (Creature 13), Librarian (Creature -1), Obsessive Researcher (Creature -1), Sage (Creature 6), Teacher (Creature -1)

Seafarer

Source NPC Core pg. 146
Adventurers may need passage on a swift vessel, or they might face danger from raiders at sea or in coastal settlements.

Members

Bosun (Creature 3), Castaway (Creature 5), Diver (Creature 3), Navigator (Creature 2), Ocean Nomad (Creature 6), Pirate (Creature 2), Rigger (Creature 1), Ship Captain (Creature 6), Subaquatic Marauder (Creature 5)

Tengu

Source Monster Core pg. 325 1.1
Tengu are an adaptable people originally from the continent of Tian Xia, but whose travels have taken them across all of Golarion. As a people in diaspora, tengu are almost always found within larger kingdoms and communities of other peoples, with the exception of their home nation of Kwanlai. (click to see full entry)

Members

Gambling Companion (Creature 3), Jinx Eater (Creature 4), Tengu Bladesmith (Creature 6), Tengu Sneak (Creature 2)

Threshold of Knowledge Pregenerated Characters

Source Threshold of Knowledge pg. 11
Pregenerated characters for the Threshold of Knowledge adventure.

Members

Ekene (Creature 1), Kalaggi Nakutu (Creature 1), Muruwa (Creature 1), Ufi (Creature 1), Zane Ikundi (Creature 1)

Tripkee

Source NPC Core pg. 214
Traditionally making their homes in the treetops of tropical jungles and forests, these frog-like humanoids are often seen as resourceful and cautious, preferring to live and hunt hidden in the branches of tall trees.

Members

Grippli Archer (Creature 3), Grippli Greenspeaker (Creature 5), Grippli Jinxer (Creature 6), Grippli Scout (Creature 1), Grippli Skirmisher (Creature 4), Tripkee Camoufleur (Creature 2), Tripkee Fiend Keeper (Creature 7), Tripkee Scout (Creature 1)

Villain

Source NPC Core pg. 152
Villains pursue selfish and cruel goals, trampling over anyone in their way.

Members

Champion of Rovagug (Creature 5), Conspiracist (Creature 0), Deluded Mob (Creature 4), Despot (Creature 5), Fiend Caller (Creature 3), Fleshwarper (Creature 7), Gang Leader (Creature 7), Hero Hunter (Creature 13), Interrogator (Creature 6), Mastermind (Creature 4), Propaganist (Creature 3), Reckless Scientist (Creature 6), Saboteur (Creature 2), Toady (Creature 0), Warmonger (Creature 10), Wealthy Vigilante (Creature 8), World Ender (Creature 16)

Zoog

Source Pathfinder #200: Seven Dooms for Sandpoint pg. 192
Furry, tentacle-snouted, and prone to chittering, zoogs dwell in the shadowy parts of the world. (click to see full entry)

Members

Zoog (Creature 1), Zoog Swarm (Creature 8)