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Creature Families
Source
Bestiary
Many creatures are part of a larger group and share some common qualities.
Aeon
Source
Bestiary pg. 8
Aeons have always been the caretakers of reality and defenders of the natural or... (
click to see full entry
)
Members
Arbiter
(Creature 1),
Axiomite
(Creature 8),
Bythos
(Creature 16),
Kolyarut
(Creature 12),
Marut
(Creature 15),
Pleroma
(Creature 20),
Theletos
(Creature 7),
Zelekhut
(Creature 9)
Alghollthu
Source
Bestiary pg. 12
In bygone millennia, aquatic monsters known as alghollthus used their occult pow... (
click to see full entry
)
Members
Alghollthu Master
(Creature 7),
Faceless Stalker
(Creature 4),
Skum
(Creature 2),
Veiled Master
(Creature 14)
Aluum
Source
Pathfinder #149: Against the Scarlet Triad pg. 82
Aluums are powerful metal and stone constructs originally created by the Pactmas... (
click to see full entry
)
Members
Aluum Enforcer
(Creature 10),
Spiritbound Aluum
(Creature 16)
Anadi
Source
Pathfinder #145: Hellknight Hill pg. 84
Anadis are peaceful, reclusive humanoids who live deep within woodlands, jungles... (
click to see full entry
)
Members
Anadi Elder
(Creature 6),
Anadi Hunter
(Creature 2),
Anadi Sage
(Creature 4)
Angel
Source
Bestiary pg. 16
The celestial hosts of angels are messengers and warriors, divided into choirs b... (
click to see full entry
)
Members
Astral Deva
(Creature 14),
Balisse
(Creature 8),
Cassisian
(Creature 1),
Choral
(Creature 6),
Monadic Deva
(Creature 12),
Movanic Deva
(Creature 10),
Planetar
(Creature 16),
Solar
(Creature 23)
Animated Object
Source
Bestiary pg. 20
Granted a semblance of life through the use of rituals or other strange magic, a... (
click to see full entry
)
Members
Animated Armor
(Creature 2),
Animated Broom
(Creature -1),
Animated Statue
(Creature 3),
Giant Animated Statue
(Creature 7)
Ankhrav
Source
Bestiary pg. 22
Ankhravs are immense, burrowing, and insectile predators, considered by inhabita... (
click to see full entry
)
Members
Ankhrav
(Creature 3),
Hive Mother
(Creature 8)
Ant
Source
Bestiary 2 pg. 20
Ants are industrious insects that aid the natural processes of decay and renewal.
Members
Army Ant Swarm
(Creature 5),
Giant Ant
(Creature 2)
Ape
Source
Bestiary pg. 23
While many apes exhibit peaceful or reclusive behavior, gorillas can be territor... (
click to see full entry
)
Members
Gorilla
(Creature 3),
Megaprimatus
(Creature 8)
Arboreal
Source
Bestiary pg. 24
Arboreals are guardians of the forest and representatives of the trees. As longl... (
click to see full entry
)
Members
Arboreal Regent
(Creature 8),
Arboreal Warden
(Creature 4),
Awakened Tree
(Creature 6)
Archon
Source
Bestiary pg. 26
Archons are guardians of Heaven and enemies of chaos and evil. They openly fight... (
click to see full entry
)
Members
Bastion Archon
(Creature 20),
Horned Archon
(Creature 4),
Hound Archon
(Creature 4),
Lantern Archon
(Creature 1),
Legion Archon
(Creature 7),
Shield Archon
(Creature 10),
Star Archon
(Creature 19),
Trumpet Archon
(Creature 14)
Aukashungi
Source
Pathfinder #154: Siege of the Dinosaurs pg. 78
These massive isopods are native to the Abyssal realm of Gluttondark, in the aci... (
click to see full entry
)
Members
Giant Aukashungi
(Creature 14)
Azata
Source
Bestiary pg. 30
Azatas are manifestations of freedom—kindly celestials with a penchant for curio... (
click to see full entry
)
Members
Bralani
(Creature 6),
Gancanagh
(Creature 4),
Ghaele
(Creature 13),
Lillend
(Creature 7),
Lyrakien
(Creature 1),
Veranallia
(Creature 20)
Badger
Source
Bestiary 2 pg. 32
The burrowing badger is plentiful in most temperate forests. All badgers are nat... (
click to see full entry
)
Members
Badger
(Creature 0),
Giant Badger
(Creature 2)
Barghest
Source
Bestiary pg. 36
Barghests are lupine fiends with goblinoid faces and humanoid hands. They stalk ... (
click to see full entry
)
Members
Barghest
(Creature 4),
Greater Barghest
(Creature 7)
Basilisk
Source
Bestiary pg. 38
This entry did not have a separate description for the family.
Members
Basilisk
(Creature 5),
Dracolisk
(Creature 9)
Bat
Source
Bestiary pg. 39
A wide range of bats dwell throughout the world. Most of these nocturnal animals... (
click to see full entry
)
Members
Giant Bat
(Creature 2),
Vampire Bat Swarm
(Creature 1)
Bear
Source
Bestiary pg. 40
Bears are ferocious predators typically found in cold or temperate woodlands and... (
click to see full entry
)
Members
Black Bear
(Creature 2),
Cave Bear
(Creature 6),
Grizzly Bear
(Creature 3),
Polar Bear
(Creature 5)
Beetle
Source
Bestiary pg. 41
Not all beetles are harmless creatures that can be easily crushed underfoot. Ove... (
click to see full entry
)
Members
Flash Beetle
(Creature -1),
Giant Stag Beetle
(Creature 4)
Biloko
Source
Pathfinder #146: Cult of Cinders pg. 82
Bilokos are crocodile-snouted fey who stalk the Mwangi Jungle and feast upon the... (
click to see full entry
)
Members
Biloko Veteran
(Creature 4),
Biloko Warrior
(Creature 1),
Eloko
(Creature 7)
Blightburn Genies
Source
Pathfinder #155: Lord of the Black Sands pg. 78
Before the Black Desert became a barren sandscape, cultures with grand magical t... (
click to see full entry
)
Members
Ararda
(Creature 18),
Muurfeli
(Creature 16)
Boar
Source
Bestiary pg. 43
While domesticated pigs are a staple of farm life, wild boars are much more dang... (
click to see full entry
)
Members
Boar
(Creature 2),
Daeodon
(Creature 4)
Bogeyman
Source
Pathfinder #152: Legacy of the Lost God pg. 78
Bogeymen are stealers of innocence and devourers of souls. Few targets who survi... (
click to see full entry
)
Members
Bogey
(Creature 3),
Bogeyman
(Creature 10),
Bugaboo
(Creature 6)
Boggard
Source
Bestiary pg. 44
Boggards are aggressive humanoid amphibians that thrive in swamps, marshes, and ... (
click to see full entry
)
Members
Boggard Scout
(Creature 1),
Boggard Swampseer
(Creature 3),
Boggard Warrior
(Creature 2)
Bone Skipper
Source
Pathfinder #158: Sixty Feet Under pg. 80
Orange-headed bone skippers feast on the flesh of the dead, particularly seeking... (
click to see full entry
)
Members
Bone Skipper Swarm
(Creature 6),
Giant Bone Skipper
(Creature 7)
Brughadatch
Source
Pathfinder #154: Siege of the Dinosaurs pg. 79
Brughadatches are malevolent fey tricksters with distinct stages of life: they s... (
click to see full entry
)
Members
Brughadatch
(Creature 10),
Doblagub
(Creature 13),
Gahlepod
(Creature 7)
Bugbear
Source
Bestiary pg. 47
These stealthy and cruel goblinoid creatures delight in spreading fear and torme... (
click to see full entry
)
Members
Bugbear Thug
(Creature 2),
Bugbear Tormentor
(Creature 3)
Caligni
Source
Bestiary pg. 50
Calignis lurk in subterranean cities, creeping to the surface to steal, stalk, o... (
click to see full entry
)
Members
Caligni Creeper
(Creature 2),
Caligni Dancer
(Creature 1),
Caligni Slayer
(Creature 3),
Caligni Stalker
(Creature 4)
Cat
Source
Bestiary pg. 52
Few predators of the natural world can match the cat’s talent for stalking and s... (
click to see full entry
)
Members
Leopard
(Creature 2),
Lion
(Creature 3),
Smilodon
(Creature 6),
Tiger
(Creature 4)
Catfolk
Source
Bestiary pg. 54
Lithe and agile, with catlike features and long tails, the amurruns are wanderer... (
click to see full entry
)
Members
Catfolk Pouncer
(Creature 1)
Cave Worm
Source
Bestiary pg. 56
Cave worms are gigantic scavengers that bore through the depths of the world, ea... (
click to see full entry
)
Members
Azure Worm
(Creature 15),
Crimson Worm
(Creature 18),
Purple Worm
(Creature 13)
Centipede
Source
Bestiary pg. 61
Hunters and scavengers that live amid dung and detritus, centipedes are a relati... (
click to see full entry
)
Members
Centipede Swarm
(Creature 3),
Giant Centipede
(Creature -1),
Giant Whiptail Centipede
(Creature 3),
Titan Centipede
(Creature 9)
Changeling
Source
Bestiary pg. 62
Children of hags, destined to become hags themselves, changelings face a life of... (
click to see full entry
)
Members
Changeling Exile
(Creature 3)
Charau-ka
Source
Pathfinder #146: Cult of Cinders pg. 84
Legend holds that charau-kas share ancestry with the demon lord Angazhan, who tr... (
click to see full entry
)
Members
Charau-ka Acolyte of Angazhan
(Creature 3),
Charau-ka Butcher
(Creature 6),
Charau-ka Warrior
(Creature 1)
Cockroach
Source
Bestiary 2 pg. 53
Generally seen more as a nuisance than a personal danger, cockroaches inhabit mo... (
click to see full entry
)
Members
Cockroach Swarm
(Creature 2),
Giant Cockroach
(Creature 1)
Couatl
Source
Bestiary 2 pg. 54
This entry did not have a separate description for the family.
Members
Quetz Couatl
(Creature 10),
Scalliwing
(Creature 3)
Crab
Source
Bestiary 2 pg. 57
Crabs are scavenging crustaceans known for their hard shells and iconic sideways... (
click to see full entry
)
Members
Giant Crab
(Creature 2)
Crawling Hand
Source
Bestiary 2 pg. 56
Typically, crawling hands are formed when severed appendages are endowed with a ... (
click to see full entry
)
Members
Crawling Hand
(Creature -1),
Giant Crawling Hand
(Creature 5)
Crocodile
Source
Bestiary pg. 67
Powerful and primeval in appearance, crocodiles are dangerous natural predators ... (
click to see full entry
)
Members
Crocodile
(Creature 2),
Deinosuchus
(Creature 9)
Cyclops
Source
Bestiary pg. 68
The cyclopes are violent giants with a tragic past. Although they possess only o... (
click to see full entry
)
Members
Cyclops
(Creature 5),
Great Cyclops
(Creature 12)
Daemon
Source
Bestiary pg. 70
Denizens of the bleak and terrible plane of Abaddon, daemons are shaped by and d... (
click to see full entry
)
Members
Agradaemon
(Creature 19),
Astradaemon
(Creature 16),
Cacodaemon
(Creature 1),
Ceustodaemon
(Creature 6),
Crucidaemon
(Creature 15),
Derghodaemon
(Creature 12),
Leukodaemon
(Creature 9),
Meladaemon
(Creature 11),
Olethrodaemon
(Creature 20),
Piscodaemon
(Creature 10),
Purrodaemon
(Creature 18),
Sordesdaemon
(Creature 15),
Thanadaemon
(Creature 13)
Deadly Flora
Source
The Fall of Plaguestone pg. 62
Often overlooked in light of more obvious threats, some plants can be just as de... (
click to see full entry
)
Members
Bloodlash Bush
(Creature 2),
Vine Lasher
(Creature 0)
Deep Gnome
Source
Bestiary pg. 74
These distant cousins to gnomes are reclusive, underground dwellers. Svirfneblin... (
click to see full entry
)
Members
Deep Gnome Rockwarden
(Creature 5),
Deep Gnome Scout
(Creature 1),
Deep Gnome Warrior
(Creature 2)
Demon
Source
Bestiary pg. 76
When a sinful mortal soul is judged and sent on to the Abyss, it can become a de... (
click to see full entry
)
Members
Abrikandilu
(Creature 4),
Babau
(Creature 6),
Balor
(Creature 20),
Glabrezu
(Creature 13),
Hezrou
(Creature 11),
Invidiak
(Creature 7),
Kalavakus
(Creature 10),
Marilith
(Creature 17),
Nabasu
(Creature 8),
Nalfeshnee
(Creature 14),
Quasit
(Creature 1),
Shemhazian
(Creature 16),
Succubus
(Creature 7),
Vavakia
(Creature 18),
Vermlek
(Creature 3),
Vrock
(Creature 9),
Vrolikai
(Creature 19)
Dero
Source
Bestiary pg. 84
Deros are short, wiry humanoids with milky white eyes, gray-blue skin, and wild ... (
click to see full entry
)
Members
Dero Magister
(Creature 5),
Dero Stalker
(Creature 2),
Dero Strangler
(Creature 3)
Devil
Source
Bestiary pg. 86
Masters of corruption and architects of conquest, devils seek both to tempt mort... (
click to see full entry
)
Members
Barbazu
(Creature 5),
Cornugon
(Creature 16),
Erinys
(Creature 8),
Gelugon
(Creature 13),
Gylou
(Creature 14),
Hamatula
(Creature 11),
Imp
(Creature 1),
Lemure
(Creature 0),
Osyluth
(Creature 9),
Phistophilus
(Creature 10),
Pit Fiend
(Creature 20),
Sarglagon
(Creature 8),
Zebub
(Creature 3)
Dhampir
Source
Bestiary pg. 95
As the mortal offspring of a vampire and a living parent, dhampirs occupy an unu... (
click to see full entry
)
Members
Dhampir Wizard
(Creature 2)
Dinosaur
Source
Bestiary pg. 96
Remnants from the world’s primeval era, these enormous reptilian animals still e... (
click to see full entry
)
Members
Ankylosaurus
(Creature 6),
Brontosaurus
(Creature 10),
Compsognathus
(Creature -1),
Deinonychus
(Creature 2),
Hadrosaurid
(Creature 4),
Iguanodon
(Creature 6),
Pachycephalosaurus
(Creature 3),
Spinosaurus
(Creature 11),
Stegosaurus
(Creature 7),
Triceratops
(Creature 8),
Tyrannosaurus
(Creature 10),
Velociraptor
(Creature 1)
Dog
Source
Bestiary pg. 102
Dogs are trusted and loyal companions that serve as guardians, protectors, and h... (
click to see full entry
)
Members
Guard Dog
(Creature -1),
Riding Dog
(Creature 1)
Dolphin
Source
Bestiary 2 pg. 85
Dolphins encompass a wide range of aquatic mammals, all of which are quite socia... (
click to see full entry
)
Members
Bottlenose Dolphin
(Creature 0),
Orca
(Creature 5)
Dragon, Black
Source
Bestiary pg. 104
Murderous tyrants of marshes, swamps, bogs, and fens, black dragons terrorize th... (
click to see full entry
)
Members
Adult Black Dragon
(Creature 11),
Ancient Black Dragon
(Creature 16),
Young Black Dragon
(Creature 7)
Dragon, Blue
Source
Bestiary pg. 106
Blue dragons are the sleek and poised cosmopolitans of the chromatic dragons. Th... (
click to see full entry
)
Members
Adult Blue Dragon
(Creature 13),
Ancient Blue Dragon
(Creature 18),
Young Blue Dragon
(Creature 9)
Dragon, Brass
Source
Bestiary pg. 117
Brass dragons are whimsical tricksters who delight in humor and play. They parti... (
click to see full entry
)
Members
Adult Brass Dragon
(Creature 11),
Ancient Brass Dragon
(Creature 16),
Young Brass Dragon
(Creature 7)
Dragon, Brine
Source
Bestiary 2 pg. 86
Brine dragons are usually blue-green in color, with shiny scales, crests that he... (
click to see full entry
)
Members
Adult Brine Dragon
(Creature 12),
Ancient Brine Dragon
(Creature 17),
Young Brine Dragon
(Creature 8)
Dragon, Bronze
Source
Bestiary pg. 119
Bronze dragons are among the most common of metallic dragons and the most likely... (
click to see full entry
)
Members
Adult Bronze Dragon
(Creature 13),
Ancient Bronze Dragon
(Creature 18),
Young Bronze Dragon
(Creature 9)
Dragon, Chromatic
Source
Bestiary pg. 104
While there are many types of dragons, from the powerful planar dragons to the s... (
click to see full entry
)
Dragon, Cloud
Source
Bestiary 2 pg. 88
At heart, cloud dragons are wanderers, explorers, and travelers who enjoy nothin... (
click to see full entry
)
Members
Adult Cloud Dragon
(Creature 14),
Ancient Cloud Dragon
(Creature 19),
Young Cloud Dragon
(Creature 10)
Dragon, Copper
Source
Bestiary pg. 121
Capricious and always eager to share a good laugh, copper dragons are among the ... (
click to see full entry
)
Members
Adult Copper Dragon
(Creature 12),
Ancient Copper Dragon
(Creature 17),
Young Copper Dragon
(Creature 8)
Dragon, Crystal
Source
Bestiary 2 pg. 91
Good-natured but vain, crystal dragons are beautiful creatures with brilliant hi... (
click to see full entry
)
Members
Adult Crystal Dragon
(Creature 11),
Ancient Crystal Dragon
(Creature 16),
Young Crystal Dragon
(Creature 7)
Dragon, Gold
Source
Bestiary pg. 123
Gold dragons are the epitome of metallic dragonkind, unrivaled in their strength... (
click to see full entry
)
Members
Adult Gold Dragon
(Creature 15),
Ancient Gold Dragon
(Creature 20),
Young Gold Dragon
(Creature 11)
Dragon, Green
Source
Bestiary pg. 109
Green dragons are the most contemplative of the chromatic dragons as well as the... (
click to see full entry
)
Members
Adult Green Dragon
(Creature 12),
Ancient Green Dragon
(Creature 17),
Young Green Dragon
(Creature 8)
Dragon, Magma
Source
Bestiary 2 pg. 93
Magma dragons have a reputation among other dragons for being unpredictable and ... (
click to see full entry
)
Members
Adult Magma Dragon
(Creature 13),
Ancient Magma Dragon
(Creature 18),
Young Magma Dragon
(Creature 9)
Dragon, Metallic
Source
Bestiary pg. 116
Paragons of virtue, nobility, and grace, metallic dragons are benevolent entitie... (
click to see full entry
)
Dragon, Primal
Source
Bestiary 2 pg. 87
The strange and otherworldly primal dragons hail from realities adjacent to the ... (
click to see full entry
)
Dragon, Red
Source
Bestiary pg. 111
The largest and most powerful of the chromatic dragons, red dragons are a menace... (
click to see full entry
)
Members
Adult Red Dragon
(Creature 14),
Ancient Red Dragon
(Creature 19),
Young Red Dragon
(Creature 10)
Dragon, Silver
Source
Bestiary pg. 125
Silver dragons are among the most chivalrous of all dragonkind; they wield frost... (
click to see full entry
)
Members
Adult Silver Dragon
(Creature 14),
Ancient Silver Dragon
(Creature 19),
Young Silver Dragon
(Creature 10)
Dragon, Umbral
Source
Bestiary 2 pg. 95
While the other primal dragons hail from the Elemental Planes, the cruel and unc... (
click to see full entry
)
Members
Adult Umbral Dragon
(Creature 15),
Ancient Umbral Dragon
(Creature 20),
Young Umbral Dragon
(Creature 11)
Dragon, White
Source
Bestiary pg. 113
The most feral and least intelligent of all the chromatic dragons, white dragons... (
click to see full entry
)
Members
Adult White Dragon
(Creature 10),
Ancient White Dragon
(Creature 15),
Young White Dragon
(Creature 6)
Dragonfly
Source
Bestiary 2 pg. 98
Dragonflies hunt with a combination of agile power and deadly speed. In their ea... (
click to see full entry
)
Members
Giant Dragonfly
(Creature 4),
Giant Dragonfly Nymph
(Creature 3)
Drake
Source
Bestiary pg. 130
Ravenous, bestial, and driven by instinct—drakes are primitive draconic monsters... (
click to see full entry
)
Members
Desert Drake
(Creature 8),
Flame Drake
(Creature 5),
Frost Drake
(Creature 7),
Jungle Drake
(Creature 6),
River Drake
(Creature 3),
Sea Drake
(Creature 6),
Shadow Drake
(Creature 2),
Wyvern
(Creature 6)
Drow
Source
Bestiary pg. 136
The first drow were elves who fled into the depths of the world from a devastati... (
click to see full entry
)
Members
Drow Fighter
(Creature 1),
Drow Priestess
(Creature 3),
Drow Rogue
(Creature 2)
Duergar
Source
Bestiary pg. 138
Deep beneath the surface, duergars stubbornly claim the ancestral subterranean h... (
click to see full entry
)
Members
Duergar Bombardier
(Creature 1),
Duergar Sharpshooter
(Creature 0),
Duergar Taskmaster
(Creature 2)
Eagle
Source
Bestiary pg. 141
These large birds of prey swoop down from incredible heights to snatch fish and ... (
click to see full entry
)
Members
Eagle
(Creature -1),
Giant Eagle
(Creature 3)
Eel
Source
Bestiary pg. 142
Although these long, narrow fish share similarities in appearance, eels are a di... (
click to see full entry
)
Members
Electric Eel
(Creature 1),
Giant Moray Eel
(Creature 5)
Elemental, Air
Source
Bestiary pg. 144
Hailing from the Plane of Air, these beings appear in a variety of sizes and shapes.
Members
Belker
(Creature 6),
Elemental Hurricane
(Creature 11),
Invisible Stalker
(Creature 7),
Living Thunderclap
(Creature 4),
Living Whirlwind
(Creature 5),
Melody On The Wind
(Creature 10),
Spark Bat
(Creature 2),
Storm Lord
(Creature 9),
Zephyr Hawk
(Creature 3)
Elemental, Earth
Source
Bestiary pg. 146
Earth elementals make excellent bodyguards for adventuresome spelunkers and are ... (
click to see full entry
)
Members
Earthen Destrier
(Creature 4),
Elemental Avalanche
(Creature 11),
Granite Glyptodont
(Creature 8),
Living Boulder
(Creature 2),
Living Landslide
(Creature 5),
Sand Sentry
(Creature 6),
Sod Hound
(Creature 3),
Stone Mauler
(Creature 9),
Xorn
(Creature 7)
Elemental, Fire
Source
Bestiary pg. 148
Fire elementals are destructive manifestations of the scorching Plane of Fire.
Members
Cinder Rat
(Creature 3),
Elemental Inferno
(Creature 11),
Ember Fox
(Creature 2),
Filth Fire
(Creature 4),
Firewyrm
(Creature 9),
Living Wildfire
(Creature 5),
Magma Scorpion
(Creature 8),
Salamander
(Creature 7),
Striding Fire
(Creature 6)
Elemental, Mephit
Source
Bestiary pg. 150
Mephits—sometimes known as elemental scamps—are little bipedal critters with bat... (
click to see full entry
)
Members
Air Mephit
(Creature 1),
Dust Mephit
(Creature 1),
Earth Mephit
(Creature 1),
Fire Mephit
(Creature 1),
Ice Mephit
(Creature 1),
Ooze Mephit
(Creature 1),
Steam Mephit
(Creature 1),
Water Mephit
(Creature 1)
Elemental, Water
Source
Bestiary pg. 152
Water elementals can be very destructive, but often not intentionally so; just a... (
click to see full entry
)
Members
Blizzardborn
(Creature 6),
Brine Shark
(Creature 3),
Elemental Tsunami
(Creature 11),
Elemental Vessel, Water
(Creature 16),
Icewyrm
(Creature 10),
Icicle Snake
(Creature 2),
Living Waterfall
(Creature 5),
Mist Stalker
(Creature 4),
Quatoid
(Creature 7),
Tidal Master
(Creature 9)
Elephant
Source
Bestiary pg. 154
Immediately recognizable by their long, prehensile trunks and impressive tusks, ... (
click to see full entry
)
Members
Anancus
(Creature 8),
Elephant
(Creature 7),
Mammoth
(Creature 10),
Mastodon
(Creature 9)
Fetchling
Source
Bestiary 2 pg. 117
The people known today as fetchlings are a distinct ancestry descended from gene... (
click to see full entry
)
Members
Fetchling Scout
(Creature 1)
Flea
Source
Pathfinder #151: The Show Must Go On pg. 83
Fleas are little more than a nuisance in most circumstances, but can be lethal w... (
click to see full entry
)
Members
Flea Swarm
(Creature 5),
Giant Flea
(Creature 3)
Fleshwarp
Source
Bestiary pg. 158
Some creatures, notably drow, are not happy with merely killing their enemies. T... (
click to see full entry
)
Members
Drider
(Creature 6),
Ghonhatine
(Creature 10),
Grothlut
(Creature 3),
Irnakurse
(Creature 9)
Fly
Source
Bestiary 2 pg. 120
Giant flies are pony-sized insects that have massive compound eyes and bodies br... (
click to see full entry
)
Members
Giant Fly
(Creature 1),
Giant Maggot
(Creature 0)
Flytrap
Source
Bestiary pg. 160
Flytraps are dangerous creatures as eager to feed on humanoids and larger prey a... (
click to see full entry
)
Members
Giant Flytrap
(Creature 10),
Snapping Flytrap
(Creature 3)
Frog
Source
Bestiary 2 pg. 121
Frogs that are poisonous or grow to monstrous size can be a menace to adventurers.
Members
Giant Frog
(Creature 1),
Spear Frog
(Creature 0)
Gargoyle
Source
Bestiary pg. 161
Gargoyles are monstrous hunters made of elemental stone. They use their resembla... (
click to see full entry
)
Genie
Source
Bestiary pg. 162
A unique type of genie exists for each Elemental Plane, and the bodies of genies... (
click to see full entry
)
Members
Djinni
(Creature 5),
Efreeti
(Creature 9),
Janni
(Creature 4),
Marid
(Creature 9),
Shaitan
(Creature 7)
Geniekin
Source
Bestiary 2 pg. 200
Geniekin are mortals whose ancestry has become entangled with that of <%MON.FAMI... (
click to see full entry
)
Members
Ifrit Pyrochemist
(Creature 1),
Oread Guard
(Creature 1),
Suli Dune Dancer
(Creature 1),
Sylph Sneak
(Creature 1),
Undine Hydromancer
(Creature 1)
Ghost
Source
Bestiary pg. 166
When some mortals die through tragic circumstances or without closure, they can ... (
click to see full entry
)
Members
Ghost Commoner
(Creature 4),
Ghost Mage
(Creature 10)
Creating a Ghost
While it's best to create custom ghosts to fill an adventure's specific needs, you can also use the following guidelines to turn existing living creatures into ghosts.
First, increase the creature's level by 2 and change its statistics as follows.
Increase AC, saves, Perception, DCs, and skill modifiers by 2. Increase the most appropriate melee attack modifier by 4 to become ghostly hand (described below), and other attack modifiers by 2.
A ghost has a Strength modifier of –5 and a Constitution modifier of +0.
Do not modify the ghost's Hit Points due to its new level.
Ghost Abilities A ghost gains the incorporeal, spirit, and undead traits. Many become evil. If the base creature has any abilities or traits that come from it being a living, corporeal creature, it loses them. You might also need to adjust some abilities that conflict with the theme of a ghost. All ghosts gain the following abilities.
Darkvision
Site Bound
A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
Negative Healing
Rejuvenation
(
divine
,
necromancy
) When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.
Immunities
death effects, disease, paralyzed, poison, precision, unconscious
Resistances
all damage 5 (except force,
ghost touch
, or positive; double resistance to non-magical). This resistance increases to 10 at 9th level and 15 at 16th level.
Fly Speed
equal to its Speed
Ghostly Hand
All ghosts have a ghostly hand unarmed attack that deals negative damage. It typically has the agile, finesse, and magical traits. Some ghosts wield ghostly memories of weapons they held in life, but the effect is the same.
Special Abilities Select one or two of the following abilities, or potentially three if the ghost is 9th level or higher. These abilities should relate to the ghost's death or its history. You can also create new abilities or adapt those from monsters or classes to fit the theme. For DCs, use 2 + the DC of the ghost's level.
Corrupting Gaze
The ghost stares at a creature it can see within 30 feet. The target takes 1d6 negative damage + 1d6 per 2 levels with a basic Will save. A creature that fails its save is also stupefied 1 for 1 minute.
Draining Touch
With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level.
Frightful Moan
(
auditory
,
divine
,
emotion
,
enchantment
,
fear
,
mental
) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.
Inhabit Object
The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object. This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for 1d4 rounds.
Malevolent Possession
The ghost attempts to possess an adjacent corporeal creature. This has the same e ect as the
possession
spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.
Telekinetic Assault
(
divine
,
evocation
) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 1d6 bludgeoning damage + 1d6 per 2 levels, subject to a basic Reflex save.
Ghoul
Source
Bestiary pg. 168
Few creatures are more ubiquitous to sinister locations such as lonely graveyard... (
click to see full entry
)
Members
Barnacle Ghoul
(Creature 9),
Ghast
(Creature 2),
Ghoul
(Creature 1)
Creating Ghouls
You can turn a living creature into a ghoul by completing the following steps. When creating a ghast, double these numerical adjustments. The monsters in this section are built from the ground up, so their numbers don't match these guidelines exactly. Custom-building ghouls is recommended if you have time, using the special abilities listed here but creating the other statistics to match what you want the ghoul to be. First, increase the creature's level by 1 and change its statistics as follows.
Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
Increase its damage with Strikes and other offensive abilities by 1. If the creature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead.
Ghoul Abilities
A ghoul gains the undead and ghoul traits, and it usually becomes evil. If the base creature has any abilities that come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the theme of a ghoul. All ghouls gain the following abilities. The save DC for all abilities uses the DC of the ghoul's level.
Darkvision
Negative Healing
Immunities
death effects, disease, paralyzed, poison, unconscious
Claws
If the creature had hands, it gains a claw Strike (an agile unarmed attack that deals slashing damage plus paralysis). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.
Jaws
If the creature had a mouth, it gains a jaws Strike (an unarmed attack that deals slashing damage plus ghoul fever and paralysis). The damage amount should be the same as the creature's non-agile attacks.
Consume Flesh
(
manipulate
)
Requirements
The ghoul is adjacent to the corpse of a creature that died within the last hour.
Effect
The ghoul devours a chunk of the corpse and regains 1d6 Hit Points plus 1d6 for every 2 levels it has. It can regain Hit Points from any given corpse only once.
Ghoul Fever
(
disease
)
Saving Throw
Fortitude;
Stage
1 carrier with no ill effect (1 day);
Stage
2 2d6 negative damage and regains half as many Hit Points from all healing (1 day);
Stage 3
as stage 2 (1 day);
Stage 4
2d6 negative damage and gains no benefit from healing (1 day);
Stage 5
as stage 4 (1 day);
Stage 6
dead, and rises as a ghoul the next midnight.
Paralysis
(
incapacitation
,
occult
,
necromancy
) Any living, non-elf creature hit by a ghoul's attack must succeed at a Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap
(
move
) The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.
Ghast Abilities A ghast has all the abilities above, plus following additions.
Stench
(
aura
,
olfactory
) 10 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save (use a DC based on the monster's level; Core Rulebook 503) or become sickened 1 (plus slowed 1 as long as its sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Claws and Jaws
As ghoul, but apply ghast fever instead of ghoul fever.
Consume Flesh
As ghoul, but it regains 1d6 additional Hit Points.
Ghast Fever
(
disease
)
Saving Throw
Fortitude;
Stage 1
carrier with no ill effect (1 day);
Stage 2
3d8 negative damage and regains half as many Hit Points from all healing (1 day);
Stage 3
as stage 2 (1 day);
Stage 4
3d8 negative damage and gains no benefit from healing (1 day);
Stage 5
as stage 4 (1 day);
Stage 6
dead, and rises as a ghast the next midnight
Paralysis
(
incapacitation
,
occult
,
necromancy
) As ghoul, but elves are not immune.
Giant
Source
Bestiary pg. 170
Giants are massive humanoid creatures who live in remote regions throughout the ... (
click to see full entry
)
Members
Cloud Giant
(Creature 11),
Fire Giant
(Creature 10),
Frost Giant
(Creature 9),
Hill Giant
(Creature 7),
Marsh Giant
(Creature 8),
Rune Giant
(Creature 16),
Shadow Giant
(Creature 13),
Stone Giant
(Creature 8),
Storm Giant
(Creature 13),
Taiga Giant
(Creature 12),
Wood Giant
(Creature 6)
Gnoll
Source
Bestiary pg. 178
Gnolls are short, hyena-headed humanoids who dwell in warm grasslands, savannas,... (
click to see full entry
)
Members
Gnoll Cultist
(Creature 3),
Gnoll Hunter
(Creature 2),
Gnoll Sergeant
(Creature 4)
Goblin
Source
Bestiary pg. 180
These small humanoids have green or gray skin and large heads with wide ears. Wh... (
click to see full entry
)
Members
Goblin Commando
(Creature 1),
Goblin Pyro
(Creature 1),
Goblin War Chanter
(Creature 1),
Goblin Warrior
(Creature -1)
Golem
Source
Bestiary pg. 184
Crafted of base materials and then magically animated into a powerful guardian, ... (
click to see full entry
)
Members
Adamantine Golem
(Creature 18),
Alchemical Golem
(Creature 9),
Carrion Golem
(Creature 4),
Clay Golem
(Creature 10),
Flesh Golem
(Creature 8),
Glass Golem
(Creature 8),
Ice Golem
(Creature 5),
Iron Golem
(Creature 13),
Obsidian Golem
(Creature 16),
Stone Golem
(Creature 11),
Wood Golem
(Creature 6)
Gremlin
Source
Bestiary pg. 192
Gremlins are cruel fey tricksters and saboteurs who have fully acclimated to lif... (
click to see full entry
)
Members
Jinkin
(Creature 1),
Mitflit
(Creature -1),
Nuglub
(Creature 2),
Pugwampi
(Creature 0),
Vexgit
(Creature 1)
Grim Reaper
Source
Bestiary pg. 196
This entry did not have a separate description for the family.
Members
Grim Reaper
(Creature 21),
Lesser Death
(Creature 16)
Grippli
Source
Pathfinder #146: Cult of Cinders pg. 86
Frog-like humanoids who make their homes in the treetops of tropical jungles and... (
click to see full entry
)
Members
Grippli Archer
(Creature 3),
Grippli Greenspeaker
(Creature 5),
Grippli Scout
(Creature 1)
Hag
Source
Bestiary pg. 200
Malevolent crones who lurk at the edges of civilization, hags use their deceptiv... (
click to see full entry
)
Members
Annis Hag
(Creature 6),
Green Hag
(Creature 4),
Night Hag
(Creature 9),
Sea Hag
(Creature 3)
Hell Hound
Source
Bestiary pg. 205
Hell hounds are fiendish, extraplanar canines hailing from the pit that can hunt... (
click to see full entry
)
Members
Hell Hound
(Creature 3),
Nessian Warhound
(Creature 9)
Herecite
Source
Pathfinder #153: Life's Long Shadow pg. 80
Secreted away in the dark corners of unnamed libraries, necromancer’s dens, and ... (
click to see full entry
)
Members
Herecite of Zevgavizeb
(Creature 10)
Hippocampus
Source
Bestiary 2 pg. 142
The strange beasts known as hippocampi resemble terrestrial horses from head to ... (
click to see full entry
)
Members
Giant Hippocampus
(Creature 8),
Hippocampus
(Creature 1)
Hippopotamus
Source
Bestiary 2 pg. 144
Hippopotamuses, or hippos for short, are semiaquatic animals that spend most of ... (
click to see full entry
)
Members
Behemoth Hippopotamus
(Creature 10),
Hippopotamus
(Creature 5)
Hobgoblin
Source
Bestiary pg. 206
Hobgoblins may appear to outsiders to be the most civilized of goblinkind, but t... (
click to see full entry
)
Members
Hobgoblin Archer
(Creature 4),
Hobgoblin General
(Creature 6),
Hobgoblin Soldier
(Creature 1)
Horse
Source
Bestiary pg. 209
Horses serve as mounts and beasts of burden in many societies. They are loyal an... (
click to see full entry
)
Members
Riding Horse
(Creature 1),
Riding Pony
(Creature 0),
War Horse
(Creature 2),
War Pony
(Creature 1)
Hyena
Source
Bestiary pg. 211
Hyenas are pack-hunting scavengers known for their unnerving, laughter-like crie... (
click to see full entry
)
Members
Hyaenodon
(Creature 3),
Hyena
(Creature 1)
Jellyfish
Source
Bestiary 2 pg. 152
Many varieties of jellyfish drift through the world’s oceans, feeding on fish an... (
click to see full entry
)
Members
Fire Jellyfish Swarm
(Creature 6),
Giant Jellyfish
(Creature 7)
Kobold
Source
Bestiary pg. 212
Kobolds are small, reptilian humanoids who carry physical similarities to true d... (
click to see full entry
)
Members
Kobold Dragon Mage
(Creature 2),
Kobold Scout
(Creature 1),
Kobold Tunnelrunner
(Creature 0),
Kobold Warrior
(Creature -1)
Lamia
Source
Bestiary pg. 216
Lamias are bloodthirsty victims of an ancient curse for which they blame the god... (
click to see full entry
)
Members
Lamia
(Creature 6),
Lamia Matriarch
(Creature 8)
Leech
Source
Bestiary 2 pg. 156
Though valued by apothecaries and field medics as methods to reduce swelling or ... (
click to see full entry
)
Members
Brood Leech Swarm
(Creature 4),
Giant Leech
(Creature 2)
Leshy
Source
Bestiary pg. 218
Leshys are intelligent plant creatures that guard areas of primeval wilderness o... (
click to see full entry
)
Members
Flytrap Leshy
(Creature 4),
Fungus Leshy
(Creature 2),
Gourd Leshy
(Creature 1),
Leaf Leshy
(Creature 0),
Sunflower Leshy
(Creature 1)
Lich
Source
Bestiary pg. 220
To gain more time to complete their goals, some desperate spellcasters pursue im... (
click to see full entry
)
Members
Demilich
(Creature 15),
Lich
(Creature 12)
Creating a Lich
A lich can be any type of spellcaster, as long as it has the ability to perform a ritual of undeath as the primary caster (which can usually be performed only by a spellcaster capable of casting 6th-level spells). To create a lich, follow these steps.
Increase the spellcaster's level by 1 and change its statistics as follows.
Increase spell DCs and spell attack roll by 2.
Lich Abilities
A lich gains the undead trait and becomes evil. Liches lose all abilities that come from being a living creature.
A lich gains the following abilities.
Darkvision
Saving Throws
+1 status bonus to all saves vs. positive
Negative Healing
Rejuvenation
(
arcane
,
necromancy
) When a lich is destroyed, its soul immediately transfers to its phylactery. A lich can be permanently destroyed only if its phylactery is found and destroyed.
Immunities
death
effects,
disease
,
paralyzed
,
poison
,
unconscious
Resistances
cold 20, physical 15 (except magic bludgeoning)
Frightful Presence
(
aura
,
emotion
,
fear
,
mental
) 60 feet, DC 30
Hand of the Lich
All liches have a hand unarmed attack that deals 1d8 negative damage for every 3 levels and inflicts a paralyzing touch. This attack has the finesse trait.
Drain Phylactery
Frequency
once per day;
Effect
The lich taps into its phylactery's power to cast any arcane spell up to the highest level the lich can cast, even if the spell being cast is not one of the lich's prepared spells. The lich's phylactery doesn't need to be present for the lich to use this ability.
Paralyzing Touch
(
arcane
,
curse
,
incapacitation
,
necromancy
) A creature damaged by the lich's hand Strike must succeed at a Fortitude save against the lich's spell DC – 4. The creature becomes paralyzed for 1 round on a failure. On a critical failure, the creature is paralyzed permanently, falls prone, and seems dead. A DC 25 Medicine check reveals the victim is alive.
Alternate Lich Abilities
Although the abilities above are standard for a lich, you can create a more unusual lich by substituting any one of the following abilities for frightful presence, hand of the lich, Drain Phylactery, or paralyzing touch.
Blasphemous Utterances
(
arcane
,
aura
,
enchantment
,
mental
) 10 feet. The lich is accompanied by a constant echo of blasphemous murmurs and tainted whispers. A creature in the aura takes a –2 circumstance penalty to saves against mental effects and can't take actions that have the concentrate trait unless they succeed at a DC 10 flat check. Failing this check wastes the action.
Cold Beyond Cold
The lich's hand Strike deals cold damage instead of negative, and instead of being paralyzed, the target is slowed 2. A successful Fortitude save reduces this to slowed 1 (or negates it on a critical success).
Dark Deliverance
The lich has resistance to positive equal to its level.
Siphon Life
Trigger
The lich deals damage with its hand Strike.
Effect
The lich regains Hit Points equal to half the damage dealt.
Void Shroud
(
aura
,
death,
necromancy
) 30 feet. The lich is surrounded by an aura of death, drawing forth souls to be consumed by the lich's constant hunger. Living creatures in the emanation take a –2 status penalty to saves against fear and death effects. In addition, any creature that starts its turn in the area gains the doomed 1 condition unless it succeeds at a Will save against the lich's spell DC – 4.
Linnorm
Source
Bestiary pg. 224
Immense, primeval dragons of the northern reaches of the world, linnorms hate th... (
click to see full entry
)
Members
Cairn Linnorm
(Creature 18),
Crag Linnorm
(Creature 14),
Fjord Linnorm
(Creature 16),
Ice Linnorm
(Creature 17),
Shoal Linnorm
(Creature 15),
Taiga Linnorm
(Creature 19),
Tarn Linnorm
(Creature 20),
Tor Linnorm
(Creature 21)
Lizard
Source
Bestiary pg. 228
Lizards have a wide range of appearances and abilities, but most share a basic r... (
click to see full entry
)
Members
Giant Chameleon
(Creature 3),
Giant Frilled Lizard
(Creature 5),
Giant Gecko
(Creature 1),
Giant Monitor Lizard
(Creature 2),
Megalania
(Creature 7)
Lizardfolk
Source
Bestiary pg. 230
When human scholars speak of ancient civilizations, they usually turn their focu... (
click to see full entry
)
Members
Lizardfolk Defender
(Creature 1),
Lizardfolk Scout
(Creature 1),
Lizardfolk Stargazer
(Creature 2)
Mantis, Giant
Source
Bestiary pg. 233
These monstrously oversized insects are silent predators with lightning-quick fo... (
click to see full entry
)
Members
Deadly Mantis
(Creature 11),
Giant Mantis
(Creature 3)
Merfolk
Source
Bestiary pg. 235
Elegant, mysterious, and graceful; all this and more can be said of the merfolk.... (
click to see full entry
)
Members
Merfolk Warrior
(Creature 1),
Merfolk Wavecaller
(Creature 2)
Mosquito
Source
Bestiary 2 pg. 175
While the common mosquito is a pest capable of spreading deadly diseases, their ... (
click to see full entry
)
Members
Fen Mosquito Swarm
(Creature 3),
Giant Mosquito
(Creature 6)
Mummy
Source
Bestiary pg. 240
While many cultures practice mummification of the dead for benign reasons, undea... (
click to see full entry
)
Members
Bog Mummy
(Creature 5),
Mummy Guardian
(Creature 6),
Mummy Pharaoh
(Creature 9)
Naga
Source
Bestiary pg. 242
Nagas are serpentine beings with magical powers and keen, nearly inscrutable int... (
click to see full entry
)
Members
Dark Naga
(Creature 7),
Guardian Naga
(Creature 10),
Lunar Naga
(Creature 6),
Spirit Naga
(Creature 9)
Nightmare
Source
Bestiary pg. 244
This entry did not have a separate description for the family.
Members
Greater Nightmare
(Creature 11),
Nightmare
(Creature 6)
Nymph
Source
Bestiary pg. 246
Nymphs are a family of fey that take the form of beautiful humanoids with elven ... (
click to see full entry
)
Members
Dryad
(Creature 3),
Dryad Queen
(Creature 13),
Naiad
(Creature 1),
Naiad Queen
(Creature 7)
Octopus
Source
Bestiary 2 pg. 187
These cunning marine animals live in a variety of ocean habitats.
Members
Blue-Ringed Octopus
(Creature 0),
Giant Octopus
(Creature 8),
Reef Octopus
(Creature 1)
Ogre
Source
Bestiary pg. 252
Ogres embody brutish, amoral violence and cruelty. Standing 10 feet tall and den... (
click to see full entry
)
Members
Ogre Boss
(Creature 7),
Ogre Glutton
(Creature 4),
Ogre Hurler
(Creature 4),
Ogre Warrior
(Creature 3)
Oni
Source
Bestiary 2 pg. 188
Not all divine creations are meant to live as mortals. Some spirits are created ... (
click to see full entry
)
Members
Fire Yai
(Creature 14),
Frost Yai
(Creature 13),
Onidoshi
(Creature 8),
Water Yai
(Creature 17)
Ooze
Source
Bestiary pg. 254
Slimes, molds, and other oozes can be found in dank dungeons and shadowed forest... (
click to see full entry
)
Members
Amoeba Swarm
(Creature 1),
Black Pudding
(Creature 7),
Blood Ooze
(Creature 4),
Carnivorous Blob
(Creature 13),
Gelatinous Cube
(Creature 3),
Giant Amoeba
(Creature 1),
Gray Ooze
(Creature 4),
Ochre Jelly
(Creature 5),
Sewer Ooze
(Creature 1),
Slime Mold
(Creature 2),
Tallow Ooze
(Creature 11),
Vaultbreaker Ooze
(Creature 6),
Verdurous Ooze
(Creature 6)
Orc
Source
Bestiary pg. 256
Orcs are violent, monstrous humanoids that live by the rule that might makes rig... (
click to see full entry
)
Members
Orc Brute
(Creature 0),
Orc Warchief
(Creature 2),
Orc Warrior
(Creature 1)
Planar Scion
Source
Bestiary pg. 262
Many immortals dwell upon the other planes of the Great Beyond. Some are benevol... (
click to see full entry
)
Members
Aasimar Redeemer
(Creature 5),
Duskwalker Ghost Hunter
(Creature 4),
Tiefling Adept
(Creature 3)
Protean
Source
Bestiary pg. 266
Guardians of disorder and natives of the primal plane of chaos known as the Mael... (
click to see full entry
)
Members
Akizendri
(Creature 3),
Azuretzi
(Creature 5),
Hegessik
(Creature 15),
Imentesh
(Creature 10),
Izfiitar
(Creature 20),
Keketar
(Creature 17),
Naunet
(Creature 7),
Voidworm
(Creature 1)
Psychopomp
Source
Bestiary pg. 270
Psychopomps are guardians and shepherds of the dead native to the Boneyard, the ... (
click to see full entry
)
Members
Catrina
(Creature 5),
Esobok
(Creature 3),
Morrigna
(Creature 15),
Nosoi
(Creature 1),
Vanth
(Creature 7),
Yamaraj
(Creature 20)
Pterosaur
Source
Bestiary pg. 272
Pterosaurs are primitive flying creatures. While many are smaller than a human, ... (
click to see full entry
)
Members
Pteranodon
(Creature 2),
Quetzalcoatlus
(Creature 7)
Qlippoth
Source
Bestiary 2 pg. 212
Long before the creatures known as
demons
came to be the... (
click to see full entry
)
Members
Augnagar
(Creature 14),
Chernobue
(Creature 12),
Cythnigot
(Creature 1),
Nyogoth
(Creature 10),
Shoggti
(Creature 7),
Thulgant
(Creature 18)
Rakshasa
Source
Bestiary pg. 274
Rakshasas are evil spirits that cloak themselves in the guises of humanoid creat... (
click to see full entry
)
Members
Dandasuka
(Creature 5),
Raja Rakshasa
(Creature 10)
Rat
Source
Bestiary pg. 276
Rats are a ubiquitous menace, scurrying through the sewers and on the streets of... (
click to see full entry
)
Members
Giant Rat
(Creature -1),
Rat Swarm
(Creature 1)
Ratfolk
Source
Bestiary pg. 277
True to their name, ratfolk are rodent-like humanoids well suited to living on t... (
click to see full entry
)
Members
Ratfolk Grenadier
(Creature 4)
Raven
Source
Bestiary 2 pg. 221
Few birds are as cunning and social as the raven.
Members
Raven
(Creature -1),
Raven Swarm
(Creature 3)
Ravener
Source
Bestiary 2 pg. 222
Though their lifespans can measure in millennia, all dragons must eventually per... (
click to see full entry
)
Members
Ravener
(Creature 21),
Ravener Husk
(Creature 14)
Creating a Ravener
Any evil dragon of at least level 13 can become a ravener, although it is exceedingly rare for a dragon younger than an ancient true dragon (such as a chromatic, primal, or metallic dragon) to do so. Typically, the dragon must perform a rare ritual called
ravenous reanimation
, but this requirement can be waived if the prospective ravener has the aid of a powerful patron. In certain unique conditions, such as the intervention of a vile god of undeath, a dragon can transform into a ravener after death without the use of this rite at all. A ravener is a powerful creature that is likely to have a major impact on your game, so you might want to create each one as a custom monster. If you don’t have time, you can also create a ravener via the following steps. Increase the dragon’s level by 2 and change their statistics as follows.
They gain the undead trait and the Necril language.
Increase their AC, attack bonuses, DCs, saving throws, and skill modifiers by 2.
They gain weakness to good damage and more HP (see below).
The ravener’s melee strikes deal an additional 2d6 negative damage, and their damaging Breath Weapon deals an additional 4d6 persistent negative damage.
Ravener
Starting Level
HP Increase
Weakness
13-20
50
15
21 or greater
90
20
Ravener Abilities
A ravener gains the following abilities.
Darkvision
Soulsense
A ravener senses the spiritual essence of living and undead creatures within the listed range. Creatures whose material bodies are one unit with their souls, like
celestials
and
fiends
, appear brighter to this sense.
Negative Healing
Immunities
death effects, disease, paralyzed, poison, unconscious
Cowering Fear
(
aura
,
emotion
,
fear
,
mental
) A ravener’s
frightful presence
causes creatures to cower in fear as well. As long as a creature is at least
frightened 2
or more as a result of the ravener’s frightful presence, it is also
immobilized
from the fear.
Soul Ward
An intangible field of necromantic energy protects a ravener from total destruction. A soul ward has 150 maximum Hit Points, or 200 if the ravener is level 21 or higher. Whenever a ravener would be reduced below 1 Hit Point, all damage in excess of what would reduce them to 1 Hit Point is instead dealt to their soul ward. If this damage reduces the soul ward to fewer than 0 Hit Points, the ravener is destroyed. A soul ward’s Hit Points can be restored only via specific ravener abilities such as Consume Soul, ravenous breath, or vicious criticals. A ravener who goes more than a week without successfully using Consume Soul to feed on a dying creature starves, and their soul ward loses 1d4 Hit Points each day until they feed. If the ravener’s soul ward loses all its Hit Points while the ravener still has more than 1 HP, they become a ravener husk.
Consume Soul
(
death
,
divine
,
necromancy
)
Trigger
A living creature within 30 feet of the ravener dies;
Effect
The ravener tears the creature’s soul from its body with their maw and gulps it down. The dying creature must attempt a DC 44 Fortitude save.
Critical Success
The creature is unaffected.
Success
The ravener tears off a small chunk of the creature’s soul. If the victim is restored to life, they are
drained 1
in addition to any other side effects of returning to life. The ravener adds a number of Hit Points to their soul ward equal to half the creature’s level.
Failure
As success, but the creature’s soul is ravaged. The creature is drained 3 and the ravener adds a number of Hit Points to their soul ward equal to the creature’s level.
Critical Failure
As failure, but the ravener devours the entire soul. The victim can’t be restored to life as long as the ravener exists except via a 10th-level effect such as
miracle
or
wish
, and the ravener adds a number of Hit Points to their soul ward equal to twice the creature’s level.
Discorporate
(
divine
,
necromancy
)
Trigger
The ravener takes excess damage to their soul ward but still has at least 51 Hit Points in their soul ward;
Effect
The ravener draws deeply into their soul ward, discorporating their body into soul energy in order to escape. They take 50 damage to their soul ward and their physical body vanishes, reappearing 1d4 hours later in a random location within 1 mile from the location where they used Discorporate.
Ravenous Breath
A ravener’s Breath Weapon is infused with negative energy and strips life essence from the victims. Any creature that fails its save against the ravener’s Breath Weapon is drained 1 (or drained 2 on a critical failure). If at least one creature is drained by the ravener’s Breath Weapon, the ravener’s soul ward gains 5 Hit Points.
Vicious Criticals
The ravener treats an attack roll as a critical hit on a roll of 19 or 20, as long as the attack roll was a success. Additionally, whenever the ravener makes a critical hit with one of their Strikes, the target must succeed on a Fortitude save or gain the
drained 1
condition. If the target already has a drained value of greater than 0, their drained value instead increases by 1, to a maximum of drained 4. Whenever the ravener applies drain to a creature in this way, their soul ward gains 5 Hit Points.
Ray
Source
Bestiary 2 pg. 226
Rays are an unusual type of fish with wide, sail-like fins and long tails, givin... (
click to see full entry
)
Members
Manta Ray
(Creature 1),
Stingray
(Creature 0)
Rhinoceros
Source
Bestiary 2 pg. 228
This hefty animal is easily recognizable by the distinctive upward-thrusting hor... (
click to see full entry
)
Members
Rhinoceros
(Creature 4),
Wooly Rhinoceros
(Creature 6)
Sahkil
Source
Pathfinder #162: Ruins of the Radiant Siege pg. 84
Dreadful creatures that stoke mortal fears, sahkils lurk on the
Eth... (
click to see full entry
)
Members
Nenchuuj
(Creature 19),
Penqual
(Creature 15)
Saurian
Source
Pathfinder #156: The Apocalypse Prophet pg. 80
Enormous tyrannosaurus-humanoids, saurians are ancient beings who predate the ri... (
click to see full entry
)
Members
Saurian Warmonger
(Creature 16),
Saurian Worldwatcher
(Creature 18)
Scorpion
Source
Bestiary pg. 285
Chitinous scourges of deserts, forests, savannas, and badlands, scorpions are de... (
click to see full entry
)
Members
Black Scorpion
(Creature 15),
Cave Scorpion
(Creature 1),
Giant Scorpion
(Creature 3),
Scorpion Swarm
(Creature 4)
Sea Devil
Source
Bestiary pg. 286
Sea devils are horrid, amphibious humanoids who lurk in Golarion’s oceans and cr... (
click to see full entry
)
Members
Sea Devil Baron
(Creature 6),
Sea Devil Brute
(Creature 4),
Sea Devil Scout
(Creature 2)
Serpentfolk
Source
Bestiary 2 pg. 236
Before their ancient clash with humanity devastated their civilization, serpentf... (
click to see full entry
)
Members
Aapoph Serpentfolk
(Creature 3),
Bone Prophet
(Creature 8),
Coil Spy
(Creature 4),
Zyss Serpentfolk
(Creature 2)
Shadow
Source
Bestiary pg. 289
The mysterious undead known as shadows lurk in dark places and feed on those who... (
click to see full entry
)
Members
Greater Shadow
(Creature 7),
Shadow
(Creature 4)
Shark
Source
Bestiary pg. 291
Sharks of all shapes and sizes have stalked the oceans, largely unchanged, since... (
click to see full entry
)
Members
Great White Shark
(Creature 4),
Megalodon
(Creature 9)
Shoony
Source
Pathfinder #153: Life's Long Shadow pg. 81
Shoonies are reclusive humanoids who resemble bipedal dogs with wrinkled faces a... (
click to see full entry
)
Members
Shoony Hierarch
(Creature 4),
Shoony Militia Member
(Creature 2),
Shoony Tiller
(Creature 0)
Sinspawn
Source
Bestiary pg. 296
Sinspawn were created by one of seven ancient wizards known collectively as rune... (
click to see full entry
)
Skeleton
Source
Bestiary pg. 298
Made from bones held together by foul necromancy, skeletons are among the most c... (
click to see full entry
)
Members
Skeletal Champion
(Creature 2),
Skeletal Giant
(Creature 3),
Skeletal Horse
(Creature 2),
Skeletal Hulk
(Creature 7),
Skeleton Guard
(Creature -1)
Snake
Source
Bestiary pg. 302
Snakes come in an array of forms, from jungle-dwelling constrictors that wrap ar... (
click to see full entry
)
Members
Ball Python
(Creature 1),
Emperor Cobra
(Creature 5),
Giant Anaconda
(Creature 8),
Giant Viper
(Creature 2),
Sea Snake
(Creature 0),
Viper
(Creature -1)
Solifugid
Source
Pathfinder #149: Against the Scarlet Triad pg. 89
Giant solifugids are monstrous vermin with six legs and two large feeding append... (
click to see full entry
)
Members
Duneshaker Solifugid
(Creature 18),
Giant Solifugid
(Creature 1)
Spawn of Rovagug
Source
Pathfinder #150: Broken Promises pg. 80
The spawn are titanic terrors of immense size and strength that live only to des... (
click to see full entry
)
Members
Tarrasque
(Creature 25),
Xotani
(Creature 20)
Spider
Source
Bestiary pg. 306
Few everyday vermin inspire as much dread as the infamous spider.
Members
Dream Spider
(Creature 0),
Giant Tarantula
(Creature 6),
Goliath Spider
(Creature 11),
Hunting Spider
(Creature 1),
Ogre Spider
(Creature 5),
Spider Swarm
(Creature 0)
Sportlebore
Source
Bestiary 2 pg. 251
The bane of hungry adventurers the world over, sportlebores are nefarious vermin... (
click to see full entry
)
Members
Sportlebore Swarm
(Creature 7)
Spriggan
Source
Bestiary 2 pg. 252
When the
gnomes
first emigrated from the First World so m... (
click to see full entry
)
Members
Spriggan Bully
(Creature 3),
Spriggan Warlord
(Creature 7)
Sprite
Source
Bestiary pg. 308
Elusive, flighty, and ebullient, sprites are what many villagers first imagine w... (
click to see full entry
)
Members
Grig
(Creature 1),
Pixie
(Creature 4),
Sprite
(Creature -1)
Squid
Source
Bestiary 2 pg. 254
The unusual shape of these swift, voracious predators has prompted many a nautic... (
click to see full entry
)
Members
Giant Squid
(Creature 9),
Vampire Squid
(Creature 0)
Tick
Source
Bestiary 2 pg. 260
These blood-sucking parasites are common vectors for disease and other infection... (
click to see full entry
)
Members
Giant Tick
(Creature 1),
Tick Swarm
(Creature 9)
Titan
Source
Pathfinder #156: The Apocalypse Prophet pg. 82
Created by the deities long before the rise of mortal races, titans united and a... (
click to see full entry
)
Members
Elysian Titan
(Creature 21),
Thanatotic Titan
(Creature 22)
Toad
Source
Bestiary 2 pg. 261
Nethys Note: no description has been provided for this family
Members
Giant Toad
(Creature 2)
Troll
Source
Bestiary pg. 314
Slavering, cruel, practically invincible brutes: this is the villager’s stock de... (
click to see full entry
)
Members
Cavern Troll
(Creature 6),
Frost Troll
(Creature 4),
Jotund Troll
(Creature 15),
Troll
(Creature 5),
Troll King
(Creature 10),
Two-Headed Troll
(Creature 8)
Turtle
Source
Bestiary 2 pg. 269
These generally mild-mannered and docile creatures prefer to be left alone, but ... (
click to see full entry
)
Members
Giant Snapping Turtle
(Creature 9),
Snapping Turtle
(Creature -1)
Urdefhan
Source
Bestiary 2 pg. 272
The violent warmongers, occultists, and poisoners known as urdefhans dwell withi... (
click to see full entry
)
Members
Urdefhan Dominator
(Creature 14),
Urdefhan High Tormentor
(Creature 10),
Urdefhan Hunter
(Creature 12),
Urdefhan Tormentor
(Creature 5),
Urdefhan Warrior
(Creature 3)
Vampire
Source
Bestiary pg. 318
Vampires are undead creatures that feed on the blood of the living.
Members
Vampire Count
(Creature 6),
Vampire Mastermind
(Creature 9),
Vampire Spawn
(Creature 4)
Creating a Vampire
You can turn an existing living creature into a vampire using the following steps.
Increase the creature's level by 1 and change its statistics as follows.
It gains the undead and vampire traits, and usually becomes evil.
Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's breath weapon), increase the damage by 2 instead.
Reduce HP by the amount listed on the table.
The vampire gains fast healing and resistance to physical damage (except silver) as indicated in the table. These abilities are the reason the vampire has less HP.
Starting Level
HP Decrease
Fast Healing/Resistance
3–4
–20
5
5–7
–30
7
8–14
–40
10
15+
–60
15
Basic Vampire Abilities
All vampires gain the following abilities. If the base creature has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the vampire's theme.
Negative Healing
Immunities
death
effects,
disease
,
paralyze
,
poison
,
sleep
Coffin Restoration
(
divine
,
necromancy
,
negative
) Unlike other undead, a vampire isn't destroyed at 0 HP. Instead, it falls unconscious. If its body rests in its coffin for 1 hour, the vampire gains 1 HP, after which its fast healing begins to function normally.
Vampire Weaknesses
All vampires possess the following weaknesses.
Compulsions
Vampires are creatures of strange and unknowable compulsions. A typical vampire can't voluntarily cross running water unless it is transported while it hides within its coffin, nor can it enter a private dwelling unless invited in by someone with the authority to do so. At your discretion, vampires might have different compulsions—a pirate vampire might not be able to set foot on solid ground without being invited, for example. The vampire can still be forced to do these things and might be able to overcome its compulsion just as it does its revulsion (see below).
Revulsion
A vampire can't voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of its revulsion, it gains the fleeing condition, running from the object of its revulsion until it ends an action beyond 10 feet. After 1 round of being exposed to the subject of its revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, it overcomes its revulsions for 1d6 rounds (or 1 hour on a critical success).
Stake
A wooden stake driven through a vampire's heart drops the vampire to 0 HP and prevents it from healing above 0 HP, even in its coffin. Staking a vampire requires three actions and works only if the vampire is unconscious. If the stake is removed, the vampire can heal above 0 HP again, and if it's in its coffin the 1-hour rest period begins once the stake is removed. If the vampire's head is severed and anointed with holy water while the stake is in place, the vampire is destroyed.
Sunlight
If exposed to direct sunlight, a vampire immediately becomes slowed 1. The slowed value increases by 1 each time the vampire ends its turn in sunlight. If the vampire loses all its actions in this way, it is destroyed. Due to their supernatural aversion to light, vampires don't cast shadows or show a reflection in mirrors.
Climb Speed
Vampires gain a climb Speed equal to their land Speed.
Claws
If the creature had hands, its fingernails thicken and grow, granting it an unarmed claw Strike that deals slashing damage and has the agile trait. If the monster had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.
Drink Blood
(
divine
,
necromancy
);
Requirement
A grabbed, paralyzed, restrained, unconscious, or willing creature is within the vampire's reach.
Effect
The vampire sinks its fangs into that creature to drink its blood. This requires an Athletics check against the victim's Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the vampire regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire but increases the victim's drain value by 1. A vampire can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so. A victim's drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.
Grab
The creature's claw attacks (or equivalent unarmed attacks) gain Grab.
True Vampire Abilities
Powerful vampires that can create and control vampires from their victims gain additional vampire abilities, as detailed below. A creature below level 5 is not a significant enough creature to become a true vampire—you should instead simply make such a creature into a regular vampire spawn, or rebuild the creature so that it's at least level 5 before becoming a true vampire.
Resistances
The vampire resists all physical damage except magical silver.
Create Spawn
(
divine
,
downtime
,
necromancy
) If a creature dies after being reduced to 0 HP by Drink Blood, the vampire can turn this victim into a vampire by donating some of its own blood to the victim and burying the victim in earth for 3 nights. If the new vampire is lower level than its creator, it is under the creator's control. If a vampire controls too many spawn at once (as determined by the GM), strong-willed spawn can free themselves by succeeding at a Will saving throw against the vampire's Will DC.
Mist Escape
Trigger
The vampire is reduced to 0 HP.
Effect
The vampire uses Turn to Mist. It can take move actions to move toward its coffin even though it's at 0 HP. While at 0 HP in this form, the vampire is unaffected by further damage. It automatically returns to its corporeal form, unconscious, if it reaches its coffin or after 2 hours, whichever comes first.
Change Shape
(
concentrate
,
divine
,
polymorph
,
transmutation
) The vampire transforms into one of its animal forms or back into its normal form. Most vampires can turn into a bat, but some can turn into a different creature, such as a rat or a wolf. Use the options in the aerial form and animal form spells as guidelines.
•
Bat
The vampire changes into a bat swarm or giant bat. It gains echolocation 40 feet, a land Speed of 20 feet and a fly Speed of 30 feet, and a fangs Strike with the same attack bonus as its highest melee attack. These fangs deal the same amount of damage as the vampire's claws, but deal piercing damage rather than slashing damage.
Children of the Night
(
divine
,
enchantment
,
mental
) The vampire's presence brings forth creatures of the night to do the master's bidding. These typically include rat swarms, bat swarms, and wolves, but can include other creatures. The vampire can give telepathic orders to these creatures as long as they are within 100 feet, but they can't communicate back.
Dominate
(
divine
,
enchantment
,
incapacitation
,
mental
,
visual
) The vampire can cast dominate at will as a divine innate spell. Casting it requires staring into the target's eyes, giving the spell the visual trait. The save DC uses the DC of the vampire's level, and a creature that succeeds is temporarily immune to that vampire's Dominate for 24 hours. Fully destroying the vampire ends the domination, but merely reducing the vampire to 0 HP is insufficient to break the spell.
Drink Blood
As a typical vampire, but the victim is drained 2 instead of 1.
Turn to Mist
(
concentrate
,
divine
,
transmutation
) The vampire turns into a cloud of vapor, as the gaseous form spell, or back to its normal form. The vampire loses fast healing while in gaseous form. The vampire can remain in this form indefinitely.
Vampire, Vrykolakas
Source
Bestiary 2 pg. 275
Wicked and vengeful souls denied even the most basic burial rites can rise again... (
click to see full entry
)
Members
Vrykolakas Ancient
(Creature 13),
Vrykolakas Master
(Creature 10),
Vrykolakas Spawn
(Creature 6)
Creating a Vrykolakas
You can turn an existing living creature into a vrykolakas using the following steps. Increase the creature's level by 1 and change its statistics as follows.
It gains the
undead
and
vampire
traits, and it becomes evil.
Increase AC, attack modifiers, DCs, saving throws, and skill modifiers by 1.
Increase Speed by 10 feet or to 40 feet, whichever results in a higher Speed.
Increase damage with Strikes and other offensive abilities by 1. If an ability can be used only a small number of times (such as a dragon's Breath Weapon), increase the damage by 2 instead.
Basic Vrykolakas Abilities
If the base creature becoming a vrykolakas has any abilities that specifically come from it being a living creature, it loses them. It also loses any traits that represented its life as a living creature, such as human and humanoid. You might also need to adjust abilities that conflict with the vrykolakas' theme. All vrykolakas gain the following abilities.
Darkvision
Swift Tracker
The vrykolakas moves at full Speed while
Tracking
.
Negative Healing
Immunities
death effects, disease, paralyzed, poison, sleep
Feral Corruption
(
curse
,
divine
,
incapacitation
,
mental
,
necromancy
,
possession
)
Trigger
The vrykolakas is reduced to 0 Hit Points, and an
animal
is within 100 feet;
Effect
Unlike most other undead, a vrykolakas isn't destroyed when it reaches 0 HP. Instead, it attempts to cast its spirit into an animal within 100 feet, which must attempt a Will save (use a high DC for the vrykolakas's level from the
Spell DC and Spell Attack Roll table
). On a failure, the animal is possessed. This has the effects of the
possession
spell, but it lasts a number of days equal to the vrykolakas's level. This possession can't be counteracted with magic (though
remove curse
works against it normally).
If the animal succeeds at its save, the vrykolakas can attempt to possess a different animal within 100 feet. If at any point an animal critically succeeds at its save or no animal is within 100 feet, the vrykolakas fails to possess anything and is destroyed.
A vrykolakas possessing an animal seeks out its burial site (see Burial Site Bound below) immediately, burying itself there. While the vrykolakas is in this state of recovery, its animal host is
paralyzed
, and beheading it destroys the vrykolakas and kills its host. Removing the curse destroys the vrykolakas and returns the animal to normal. After 1d4 days, if the vrykolakas hasn't been destroyed, the animal dies and the vrykolakas rises in a new body that's identical to its previous one, formed from the animal's remains.
Vrykolakas Vulnerabilities
Vrykolakas all have the following vulnerabilities.
Burial Site Bound
A vrykolakas is bound to the place of its death or interment. It must return to this location once per week and bury itself in the earth for 24 hours, during which time it is paralyzed and can be beheaded. If it is unable to return to this site, it is reduced to 0 Hit Points and attempts to use Feral Corruption; if this host animal can't return to the burial site before the possession effect ends, the vrykolakas is destroyed and the animal host returns to normal.
Vulnerable to Decapitation
A vrykolakas that is beheaded can't use its Feral Possession, and a beheaded corpse cannot rise as a vrykolakas.
Climb Speed
A vrykolakas gains a climb Speed equal to one-half its land Speed.
Claws
If the base creature had hands, it gains an unarmed claw Strike that deals slashing damage and has the
agile
trait. Use the moderate damage for the creature's level on the
Strike Damage
table.
Fangs
The teeth of the vrykolakas grow long, sharp, and deadly, granting it a fangs Strike: an unarmed attack that deals piercing damage and enables the use of its Drink Blood ability. Use the high damage for the creature's level on the Strike Damage table.
Drink Blood
(
divine
,
necromancy
)
Requirements
The vrykolakas' last action was a successful fangs Strike;
Effect
The vrykolakas sinks its fangs into that creature to drink its blood. This requires an
Athletics
check against the creature's Fortitude DC. On a success, the creature becomes drained 1, and the vrykolakas regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that's already drained doesn't restore any HP to the vampire, but it increases the creature's drained condition value by 1. A vrykolakas can also consume blood that's been emptied into a vessel for sustenance, but it gains no HP from doing so.
The target creature's drained condition value decreases by 1 per week. A blood transfusion, which requires a successful DC 20
Medicine
check and sufficient blood or a blood donor, reduces the drained value by 1 after 10 minutes.
Rend
The vrykolakas gains the Rend action with its claws.
Vrykolakas Master Abilities
Particularly powerful vrykolakas can create spawn from the bodies of their victims and gain additional abilities, as detailed below. Creatures of 9th level or higher can become a vrykolakas master, while those of 12th level or higher who have survived for centuries might become a vrykolakas ancient.
Children of the Night
(
divine
,
enchantment
,
mental
) The presence of a vrykolakas master inspires savage creatures to crawl forth to do its bidding, including rat swarms, wargs, werewolves, and similar creatures. The vrykolakas master can give telepathic orders to these creatures within 100 feet, but they can't communicate back.
Pestilential Aura
(
aura
,
divine
,
necromancy
) 5 feet. Creatures beginning their turn in the area while the vrykolakas is in its true form are exposed to
bubonic plague
.
Divine Innate Spells
The vrykolakas master can cast
vampiric touch
(heightened to half its level rounded up) and 3rd-level
fear
three times per day each as divine innate spells. It uses a high DC for its level.
Bubonic Plague
(
disease
)
Saving Throw
Fortitude (use a high DC for the vrykolakas's level);
Onset
1 day;
Stage 1
fatigued
(1 day);
Stage 2
enfeebled 2
and fatigued (1 day); Stage 3 enfeebled 3, fatigued, and takes 1d6
persistent bleed damage
every 1d20 minutes (1 day)
Change Shape
(
concentrate
,
divine
,
polymorph
,
transmutation
) A vrykolakas master can transform into a form resembling the body it had in life, with the effects of
humanoid form
but with unlimited duration. It loses its fangs and claw Strikes but gains a +2 circumstance bonus to
Deception
checks to
Impersonate
in this form.
Create Spawn
(
divine
,
downtime
,
necromancy
) If a creature dies after being reduced to 0 HP by Drink Blood, a vrykolakas master can turn this creature into a
vrykolakas spawn
by donating some of its own blood to the creature and burying it in earth for 3 nights. Such vrykolakas spawn are generally friendly to the vrykolakas that created them, but they are not under its control and typically wander off on their own rampage within 1d6 days of their creation.
Dominate Animal
(
divine
,
enchantment
,
incapacitation
,
mental
) The vrykolakas can cast
dominate
at will as a divine innate spell that affects only animals. The save DC is a high DC for the vrykolakas's level, and a creature that succeeds is immune to that vrykolakas's Dominate Animal for 24 hours. Destroying the vrykolakas ends the effect, but reducing it to 0 HP does not. A dominated animal takes a –4 circumstance penalty to saving throws against the vrykolakas's Feral Possession.
Drink Blood
As a typical vrykolakas, but the creature is drained 2 instead of 1.
Velstrac
Source
Pathfinder #147: Tomorrow Must Burn pg. 82
Velstracs are horrific, shadow-dwelling fiends who seek ultimate sensation throu... (
click to see full entry
)
Members
Augur
(Creature 1),
Eremite
(Creature 20),
Evangelist
(Creature 6),
Interlocutor
(Creature 12),
Ostiarius
(Creature 5),
Precentor
(Creature 16),
Sacristan
(Creature 10)
Visitant
Source
Pathfinder #152: Legacy of the Lost God pg. 82
Although the wild creatures seen at traveling circuses can entertain and amaze, ... (
click to see full entry
)
Members
Chimpanzee Visitant
(Creature 3),
Lion Visitant
(Creature 5)
Warg
Source
Bestiary pg. 322
The warg is an intelligent and malevolent wolf that dwells among goblins, hobgob... (
click to see full entry
)
Members
Warg
(Creature 2),
Winter Wolf
(Creature 5)
Wasp
Source
Bestiary pg. 324
While the common wasp poses little threat to a hardy adventurer aside from an un... (
click to see full entry
)
Members
Giant Wasp
(Creature 3),
Wasp Swarm
(Creature 4)
Werecreature
Source
Bestiary pg. 328
Werecreatures are humanoids doomed to transform into animals and animal-humanoid... (
click to see full entry
)
Members
Werebear
(Creature 4),
Wereboar
(Creature 2),
Wererat
(Creature 2),
Weretiger
(Creature 4),
Werewolf
(Creature 3)
Creating Werecreatures
You can turn an existing, living humanoid into a werecreature by completing the following steps. (These changes reflect a werecreature in its hybrid form.) Increase the creature's level by 1 and change its statistics as follows.
It gains the beast and werecreature traits, and its alignment is usually adjusted to match that of its werecreature type.
Increase its size by one category if the animal is a larger size than the base humanoid.
Increase its AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
Increase its damage with Strikes and other offensive abilities by 1. If the werecreature is limited in how often it can use an ability (such as a breath weapon), increase the damage by 2 instead.
Increase its HP by the amount shown on the table. This HP increase is more than typical in order to compensate for the creature's weakness to silver.
The creature gains weakness to silver as shown on the table.
Starting Level
HP Increase
Weakness to Silver
4 or lower
+25
5
5–7
+35
7
8–14
+50
10
15+
+75
15
Werecreature Abilities
All werecreatures gain the following abilities, some of which match an ability of the animal the werecreature transforms into. You might also need to adjust some abilities that conflict with the theme of the werecreature (such as abilities with a conflicting alignment trait).
Senses
The werecreature gains all the senses of the animal.
Animal Empathy
(
divination
,
primal
) A werecreature can communicate with animals of the same general kind.
Claws
The werecreature gains a claw Strike (an agile unarmed attack that deals slashing damage). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.
Jaws
The creature gains a jaws Strike (an unarmed attack that deals piercing damage) that inflicts its curse of the werecreature. If it had any non-agile attacks, the damage dealt by its jaws should be roughly the same as the damage dealt by those attacks. If it had only agile attacks, its jaws should deal one-third more damage.
Change Shape
(
concentrate
,
polymorph
,
primal
,
transmutation
) The werecreature changes into its humanoid, hybrid, or animal shape. Each shape has a specific, persistent appearance. A true werecreature's natural form is its hybrid shape. In humanoid shape, the werecreature uses its original humanoid size, loses its jaws and claws Strikes, and gains a melee fist Strike that deals bludgeoning damage equal to the slashing damage dealt by its claw. In animal shape, its Speed and size change to that of the animal, it gains any special Strike effects of the animal that it didn't already have (such as Grab), and it loses its weapon Strikes.
Curse of the Werecreature
(
curse
,
necromancy
,
primal
) This curse affects only humanoids. Saving Throw Fortitude DC is the standard DC for the werecreature's new level – 1. On each full moon, the cursed creature must succeed at another Fortitude save or turn into the same kind of werecreature until dawn. The creature is under the GM's control and goes on a rampage for half the night before falling unconscious until dawn.
Moon Frenzy
(
polymorph
,
primal
,
transmutation
) When a full moon appears in the night sky, the werecreature must enter hybrid form, can't Change Shape thereafter, becomes one size larger, increases its reach by 5 feet, and increases the damage of its jaws by 2. When the moon sets or the sun rises, the werecreature returns to humanoid form and is fatigued for 2d4 hours.
Wight
Source
Bestiary pg. 332
Wights are undead humanoids that, much like
wraiths
, ca... (
click to see full entry
)
Members
Cairn Wight
(Creature 4),
Wight
(Creature 3)
Wolf
Source
Bestiary pg. 334
Wolves roam forests, hills, and other wild lands, where they hunt in packs to be... (
click to see full entry
)
Members
Dire Wolf
(Creature 3),
Wolf
(Creature 1)
Wolverine
Source
Bestiary 2 pg. 295
Few creatures in the natural world can compare in ferocity to an angry wolverine.
Members
Giant Wolverine
(Creature 4),
Wolverine
(Creature 2)
Worm That Walks
Source
Bestiary 2 pg. 296
When a powerful spellcaster with a strong personality, a lust for life, and a re... (
click to see full entry
)
Members
Worm That Walks Cultist
(Creature 14)
Creating a Worm That Walks
You can turn an existing evil, living, spellcasting creature into a worm that walks using the following steps. Increase the creature’s level by 1 and change its statistics as follows.
It gains the aberration and swarm traits and usually remains evil.
Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1.
Reduce its Hit Points by the amount listed on the table (to a minimum of 2 HP per level).
The worm that walks gains fast healing, resistance to physical damage, and weakness to area damage and splash damage as indicated in the table. These abilities are the reason the worm that walks has fewer HP.
Worm That Walks
Starting Level
HP Decrease
Fast Healing, Resistance, and Weakness
4 or less
-20
5
5-7
-30
7
8-14
-40
10
15 or higher
-60
15
Worm That Walks Abilities
A worm that walks loses any abilities that came from its previous physical form and any traits that represent its life, such as human and humanoid. It retains any spellcasting abilities it had in life, regardless of their origin, and gains the abilities listed below. You might need to adjust other abilities that conflict with the monster’s new theme as a worm that walks.
Darkvision
Tremorsense
30 feet (imprecise)
Immunities
All worms that walk have immunity to disease, paralyzed, poison, precision, and unconscious. They also have the
swarm mind
ability, which makes them immune to
mental
effects that target a specific number of creatures, though they are still subject to mental effects that affect all creatures in an area.
All-Around Vision
Discorporate
When the worm that walks is reduced to 0 HP, it discorporates and the component worms that make up its body disperse in every direction. If even a single worm escapes, the worm that walks will eventually re-form using a process that typically takes 1d10 days.
While the exact circumstances and surroundings determine how long the worm that walks’s foes have to dispatch the fleeing worms before they escape, usually its foes have only a single round. Typically, this requires the application of an area effect or
splash
weapon within 1 round to the space where the worm that walks collapsed. After any amount of area or splash damage is dealt to that space, the character dealing the damage must attempt a DC 15 flat check. Each subsequent area or splash damage effect performed on the area reduces the DC of this flat check by 2, to a minimum of DC 5. If any of these flat checks succeed, none of the worms escape, and the worm that walks is destroyed permanently. At the GM’s discretion, clever means of trapping or otherwise detaining the vermin may extend the time allowed to finish off the worm that walks.
Tendril
Regardless of the creature’s former anatomy, it gains a tendril melee Strike with reach that deals
persistent piercing damage
as it leaves biting worms on the target. If it had any
agile
attacks, the damage dealt by its tendril should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its tendril should deal three-quarters of that damage.
Squirming Embrace
The worm that walks Strides, ending its movement sharing a space with a creature, and deals piercing damage to the creature equal to 1d8 plus an additional 1d8 for every 3 levels the worm that walks has. The creature can attempt a basic Reflex save with a DC of the worm that walks’s spell DC – 2.
Swarm Shape
(
concentrate
) The worm that walks collapses into a shapeless swarm of worms. It drops all held, worn, and carried items. While discorporated, the worm that walks can’t use attack actions and can’t cast spells, but it can move through areas small enough for its individual worms to fit without having to
Squeeze
. It can use the same action to coalesce back into its normal form.
Wraith
Source
Bestiary pg. 335
Wraiths are malevolent undead who drain life and shun light. Their shadowy, inco... (
click to see full entry
)
Members
Aiudara Wraith
(Creature 18),
Dread Wraith
(Creature 9),
Wraith
(Creature 6)
Wyrmwraith
Source
Pathfinder #150: Broken Promises pg. 84
Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an... (
click to see full entry
)
Members
Elder Wyrmwraith
(Creature 23),
Wyrmwraith
(Creature 17)
Xulgath
Source
Bestiary pg. 336
Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths... (
click to see full entry
)
Members
Xulgath Bilebearer
(Creature 2),
Xulgath Deepmouth
(Creature 12),
Xulgath Gutrager
(Creature 10),
Xulgath Leader
(Creature 3),
Xulgath Skulker
(Creature 2),
Xulgath Spinesnapper
(Creature 5),
Xulgath Stoneliege
(Creature 8),
Xulgath Thoughtmaw
(Creature 15),
Xulgath Warrior
(Creature 1)
Yellow Musk Creeper
Source
Bestiary 2 pg. 300
This entry did not have a separate description for the family.
Members
Yellow Musk Brute
(Creature 2),
Yellow Musk Creeper
(Creature 2),
Yellow Musk Thrall
(Creature -1)
Zombie
Source
Bestiary pg. 340
A zombie’s only desire is to consume the living. Unthinking and ever-shambling h... (
click to see full entry
)
Members
Plague Zombie
(Creature 1),
Zombie Brute
(Creature 2),
Zombie Hulk
(Creature 6),
Zombie Shambler
(Creature -1)