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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)

Agathion

Source Bestiary 3 pg. 10
These celestial outsiders hail from Nirvana, the plane of pu... (click to see full entry)

Members

Draconal (Creature 20), Procyal (Creature 8), Silvanshee (Creature 1), Vulpinal (Creature 6)

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)

Android

Source Bestiary 3 pg. 15
Androids possess synthetic bodies inhabited by living souls. These technological... (click to see full entry)

Members

Android Infiltrator (Creature 2)

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 Colossus (Creature 15), Animated Furnace (Creature 9), Animated Silverware Swarm (Creature 1), Animated Statue (Creature 3), Animated Trebuchet (Creature 13), 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 2.0
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 Archive (Creature 12), Arboreal Reaper (Creature 7), 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)

Asura

Source Bestiary 3 pg. 22
Asuras are, above all, proof that the gods are not infallible. These fiends aros... (click to see full entry)

Members

Adhukait (Creature 7), Japalisura (Creature 12), Nikaramsa (Creature 14), Shaukeen (Creature 1)

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)

Azarketi

Source Bestiary 3 pg. 26
During the cataclysmic events of Earthfall, a fraction of the Azlanti populace w... (click to see full entry)

Members

Azarketi Explorer (Creature 2)

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 2.0
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)

Beheaded

Source Bestiary 3 pg. 30
Beheaded are the reanimated heads of decapitation victims. These mindless undead... (click to see full entry)

Members

Flaming Skull (Creature 2), Severed Head (Creature -1)

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)

Bore Worm

Source Bestiary 3 pg. 36
These Darklands vermin produce corrosive, noxious slime and deliver agonizing bi... (click to see full entry)

Members

Bore Worm Swarm (Creature 5), Empress Bore Worm (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 Caller (Creature 6), Caligni Creeper (Creature 2), Caligni Dancer (Creature 1), Caligni Slayer (Creature 3), Caligni Stalker (Creature 4), Caligni Vanguard (Creature 5)

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)

Cecaelila

Source Bestiary 3 pg. 45
Cecaelias resemble humans with octopus tentacles instead of legs. These oceanic ... (click to see full entry)

Members

Cecaelia Trapper (Creature 5)

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)

Clockworks

Source Bestiary 3 pg. 48
Intricate, complex machines, clockworks are built with care by highly skilled en... (click to see full entry)

Members

Clockwork Dragon (Creature 16), Clockwork Mage (Creature 9), Clockwork Soldier (Creature 6), Clockwork Spy (Creature -1)

Cobble Mite

Source Bestiary 3 pg. 52
Cobble mites resemble squarish stones a few inches across with mouths like split... (click to see full entry)

Members

Cobbleswarm (Creature 2), Sturzstromer (Creature 19)

Cockroach

Source Bestiary 2 pg. 53 2.0
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 3 pg. 56
Couatls are serpentine celestials who tirelessly help mortals reach their greate... (click to see full entry)

Members

Mix Couatl (Creature 8), Quetz Couatl (Creature 10), Scalliwing (Creature 3), Xiuh Couatl (Creature 12)

Crab

Source Bestiary 2 pg. 57 2.0
Crabs are scavenging crustaceans known for their hard shells and iconic sideways... (click to see full entry)

Members

Giant Crab (Creature 2), Giant Hermit Crab (Creature 5), Hermit Crab Swarm (Creature 4)

Crawling Hand

Source Bestiary 2 pg. 56 2.0
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)

Deadly Puffball

Source Pathfinder #165: Eyes of Empty Death pg. 79
Many benign puffball fungi cling to the detritus of forest oors in Darklands ca... (click to see full entry)

Members

Dragon's Blood Puffball (Creature 8), Reaper Skull Puffball (Creature 9)

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), Brimorak (Creature 5), Dretch (Creature 2), Glabrezu (Creature 13), Hezrou (Creature 11), Invidiak (Creature 7), Kalavakus (Creature 10), Marilith (Creature 17), Nabasu (Creature 8), Nalfeshnee (Creature 14), Omox (Creature 12), 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), Deimavigga (Creature 17), Erinyes (Creature 8), Gelugon (Creature 13), Gylou (Creature 14), Hamatula (Creature 11), Hellbound Attorney (Creature 4), Imp (Creature 1), Lemure (Creature 0), Levaloch (Creature 7), Munagola (Creature 11), 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)

Dhuthorex

Source Pathfinder #165: Eyes of Empty Death pg. 80
Strange things swim in sunless seas, but few as fierce as the shark-like dhuthor... (click to see full entry)

Members

Deepwater Dhuthorex (Creature 9), Dread Dhuthorex (Creature 11)

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)

Div

Source Bestiary 3 pg. 68
Some fiends want to tear down the multiverse; others dedicate themselves to crea... (click to see full entry)

Members

Aghash (Creature 4), Doru (Creature 1), Pairaka (Creature 7), Sepid (Creature 14)

Divine Warden

Source Bestiary 3 pg. 72
Created through complex rituals performed by a faith's adherents, divine wardens... (click to see full entry)

Members

Divine Warden Of Brigh (Creature 10), Divine Warden Of Nethys (Creature 5)

Creating a Divine Warden

You can build a divine warden from the ground up using the standard rules for monster creation (which is how the divine warden on the following page was built), or you can turn an existing construct into a divine warden by taking the following steps. In either case, the specific divine warden abilities listed below work the same.

Select the deity that empowered the divine warden. This deity is the divine warden's patron deity. Increase the creature's level by 1 and change its statistics as follows.
  • It gains the uncommon and divine traits. Its alignment changes to match that of its patron deity. For example, a divine warden of a lawful good deity becomes a lawful good creature.
  • Increase AC, attack bonuses, DCs, saving throws, and skill modifiers by 1. If the creature didn't have any listed DCs, use the moderate DC for a creature of its level for any new abilities that require a DC.
  • Increase its Hit Points as shown on the table below.
Starting LevelHP Increase
1 or lower10
2-415
5-1920
20+30

Divine Warden Abilities

A divine warden retains any abilities it had previously, and it gains the abilities listed below. You might need to adjust or remove other abilities that conflict with the construct's new theme as a divine warden.

Divine Destruction (divine, necromancy) When the divine warden is reduced to 0 HP, it erupts with divine energy in a 30-foot emanation, dealing 1d6 damage per level. This damage is either positive or negative, determined by the patron deity's divine font (chosen at the divine warden's creation if the deity offers a choice), and this ability gains the corresponding trait. Each creature in the area must attempt a Will save with the following outcomes.
Critical Success The creature takes half damage.
Success The creature takes full damage.
Failure The creature takes full damage and becomes temporarily cursed by the patron deity. The creature becomes enfeebled 1 and stupefied 1 for 1 day; this is a curse effect that uses the Will save DC as the counteract DC.
Critical Failure As failure, except the creature becomes enfeebled 2 and stupefied 2.

Divine Innate Spells A divine warden whose patron deity has any alignment components gains divine lance as an innate cantrip. A divine warden with a neutral patron deity instead gains daze as an innate cantrip.

Divine Domain Spells The divine warden selects two of its patron deity's domains. The divine warden can cast the basic domain spell for its chosen domains. The divine warden has a focus pool of 1 Focus Point. It can't Refocus, but its focus pool automatically refills 24 hours after it last used a Focus Point. If the divine warden is at least 10th level, it also gains the advanced domain spells for its chosen domains, and its focus pool increases to 2 Focus Points.

Faith Bound (abjuration, divine) A divine warden can't attack a creature that openly wears or displays the religious symbol of the divine warden's patron deity unless that creature uses a hostile action against the divine warden first. If the divine warden is intelligent, it can also attack a creature it believes isn't faithful to its deity or who wears the religious symbol as a ruse (typically after succeeding at a Perception check to Sense Motive).

Faithful Weapon A divine warden always wields its patron deity's favored weapon. If the weapon is a ranged weapon, the divine warden automatically generates new ammunition with each attack. For a divine warden of 4th level or higher, the deity's favored weapon gains the effects of a striking rune while the divine warden wields it; at 12th level, these effects are of a greater striking rune, and at 19th level, they're instead of a major striking rune.

Instrument of Faith The divine warden is a beacon for its deity's faith. A cleric of the divine warden's patron deity can channel a heal spell through a divine warden they can see within 60 feet. The cleric determines any targets or area for the spell as if they were standing in the divine warden's space.

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 2.0
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 2.0
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)

Members

Dragon, Black, Dragon, Blue, Dragon, Green, Dragon, Red, Dragon, White

Dragon, Cloud

Source Bestiary 2 pg. 88 2.0
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 2.0
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, Forest

Source Bestiary 3 pg. 74
Forest dragons oversee the endless growth of nature, protect it from plunder, an... (click to see full entry)

Members

Adult Forest Dragon (Creature 14), Ancient Forest Dragon (Creature 19), Young Forest Dragon (Creature 10)

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, Imperial

Source Bestiary 3 pg. 74
Imperial dragons, namesake of the Dragon Empires and guardians of Tian Xia befor... (click to see full entry)

Members

Dragon, Forest, Dragon, Sea, Dragon, Sky, Dragon, Soverign, Dragon, Underworld

Dragon, Magma

Source Bestiary 2 pg. 93 2.0
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)

Members

Dragon, Brass, Dragon, Bronze, Dragon, Copper, Dragon, Gold, Dragon, Silver

Dragon, Primal

Source Bestiary 2 pg. 87 2.0
The strange and otherworldly primal dragons hail from realities adjacent to the ... (click to see full entry)

Members

Dragon, Brine, Dragon, Cloud, Dragon, Crystal, Dragon, Magma, Dragon, Umbral

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, Sea

Source Bestiary 3 pg. 77
Sea dragons' affinity with water grants them mastery over rain, storms, and floo... (click to see full entry)

Members

Adult Sea Dragon (Creature 12), Ancient Sea Dragon (Creature 17), Young Sea Dragon (Creature 8)

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, Sky

Source Bestiary 3 pg. 79
Sky dragons live above the clouds near the summits of mountains. They maintain a... (click to see full entry)

Members

Adult Sky Dragon (Creature 13), Ancient Sky Dragon (Creature 18), Young Sky Dragon (Creature 9)

Dragon, Soverign

Source Bestiary 3 pg. 81
The most well-known of imperial dragons due to their deep involvement with morta... (click to see full entry)

Members

Adult Sovereign Dragon (Creature 15), Ancient Sovereign Dragon (Creature 20), Young Sovereign Dragon (Creature 11)

Dragon, Umbral

Source Bestiary 2 pg. 95 2.0
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, Underworld

Source Bestiary 3 pg. 83
Underworld dragons embody the pressure between tectonic plates, the heat behind ... (click to see full entry)

Members

Adult Underworld Dragon (Creature 11), Ancient Underworld Dragon (Creature 16), Young Underworld Dragon (Creature 7)

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 2.0
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 Hunter (Creature 7), Drow Priestess (Creature 3), Drow Rogue (Creature 2), Drow Shootist (Creature 8), Drow Warden (Creature 4)

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)

Elemental, Wisp

Source Bestiary 3 pg. 90
Wisps are tiny elemental beings that emerged during the creation of the Elementa... (click to see full entry)

Members

Air Wisp (Creature 0), Earth Wisp (Creature 0), Fire Wisp (Creature 0), Water Wisp (Creature 0)

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)

Ennosite

Source Bestiary 3 pg. 92
The Astral Plane is a planar nexus, connecting the planes of ... (click to see full entry)

Members

Adachros (Creature 13), Caulborn (Creature 7), Ioton (Creature 0), Shulsaga (Creature 3)

Eurypterid

Source Bestiary 3 pg. 97
Fearsome predators and durable pests, eurypterids are hard-carapaced arthropods ... (click to see full entry)

Members

Common Eurypterid (Creature -1), Spiny Eurypterid (Creature 5)

Fetchling

Source Bestiary 2 pg. 117 2.0
The people known today as fetchlings are a distinct ancestry descended from gene... (click to see full entry)

Members

Fetchling Scout (Creature 1)

Fish

Source Bestiary 3 pg. 99
Swimming in vast shoals through open ocean underneath the sparkling sun, lurking... (click to see full entry)

Members

Piranah Swarm (Creature 3), Pufferfish (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 ... (click to see full entry)

Members

Dreshkan (Creature 4), Drider (Creature 6), Ghonhatine (Creature 10), Grothlut (Creature 3), Irnakurse (Creature 9), Mulventok (Creature 7)

Fly

Source Bestiary 2 pg. 120 2.0
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)

Fox

Source Bestiary 3 pg. 102
Elusive and shrewd, foxes have gained a reputation as sly tricksters, earning th... (click to see full entry)

Members

Fading Fox (Creature 2), Red Fox (Creature -1)

Frog

Source Bestiary 2 pg. 121 2.0
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)

Gathlain

Source Bestiary 3 pg. 105
Gathlains have made a name for themselves as inquisitive and mischievous, as wel... (click to see full entry)

Members

Gathlain Wanderer (Creature 1)

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 2.0
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)

Ghoran

Source Bestiary 3 pg. 106
Ghorans are sentient plants who grow in the shape of humanoids. A ghoran's body ... (click to see full entry)

Members

Ghoran Manipulator (Creature 3)

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 h; 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 Two ActionsTwo Actions 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 Two ActionsTwo Actions 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 Two ActionsTwo Actions (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 Single ActionSingle Action 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 Two ActionsTwo Actions 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 Two ActionsTwo Actions (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.

Special Abilities

Source Pathfinder #165: Eyes of Empty Death pg. 69
Ghosts can select from the following special abilities in addition to those listed in the Bestiary. Of special note, several of abilities invoke the ghost's particular circumstances and death and can be used to guide heroes toward new avenues of investigation—possibly in exchange for a good share of their Hit Points.

Beatific Appearance

When dealing with ghosts, appearances can be deceiving. For every gory specter exists an innocent-looking spirit, their cherubic mien enhanced with magic to lull victims to their deaths.

Beatific Appearance ReactionReaction (divine, enchantment) Requirements A creature the ghost is aware of targets the ghost with an attack; Effect The ghost has an unusually pitiable appearance or can change its features to look like someone close to the attacker, which causes the target to pull back on its attack. The triggering creature must attempt a Will save. On a failure, the creature takes a –1 circumstance penalty to its attack roll (–2 on a critical failure).

Cold Spot

Ghosts are often associated with unnatural cold, and one of the first signs of a ghostly presence is an uncanny cold spot in the air.

Cold Spot (aura, cold, divine) The air within 5 feet of the ghost is supernaturally cold. Characters that enter or begin their turn in the ghost's aura take 1d6 cold damage per 3 levels the ghost has (basic Fortitude save).

Corporeal Manifestation

Traditionally, ghosts are thought of as wispy, insubstantial things, but not all ghosts follow this rule.

Corporeal Manifestation Single ActionSingle Action (concentrate) The ghost loses the incorporeal trait, temporarily increasing its Strength modifier to equal its Charisma modifier. The ghost loses its immunity to precision damage and its resistance to all damage while corporeal. The ghost can resume being incorporeal by using this action again.

Dreamwalker

People who encounter ghosts are often plagued by nightmares, sometimes supernatural ones. Only powerful ghosts of 6th level or higher have this ability.

Dreamwalker (divine, illusion, mental) Anyone who meets the ghost or visits its bound site can become subject to this effect. The first time the subject sleeps after their ghostly encounter, they're targeted by a nightmare spell, with the nightmares being somehow related to the ghost. Most often this means that the subject relives the ghost's last moments alive, but there are other possibilities. If the ghost wishes, it can manipulate the dreams to send messages or even hold entire conversations with dreamers.

Fade

Ghosts are notorious for appearing and disappearing when least expected.

Fade Single ActionSingle Action (divine, illusion) The ghost becomes invisible until the beginning of its next turn.

Fetch

A fetch is a person's double, often associated with hauntings and considered a mark of great ill omen.

Fetch Two ActionsTwo Actions (divine, illusion) The ghost creates an illusory double of a creature. The fetch functions as a 2nd-level illusory creature, except that the ghost doesn't control the fetch, and the spell lasts for 1d4 hours instead of needing to Sustain the Spell. The fetch has a rudimentary intelligence and tries to imitate its original (it has a Deception skill value equal to the ghost's highest skill) but comes across as confused or vague. A ghost can have only one fetch at a time. If the creature doubled by the fetch encounters it, the creature must succeed at a Will save or become stupefied 1 (stupefied 2 on a Critical Failure) for as long as they can see the fetch.

Ghost Storm

Most ghosts can summon a wind to rattle a window or bang a shutter, but some angry spirits can do far worse.

Ghost Storm (air, aura, divine, evocation) Wind surrounds the ghost out to a range of 30 feet. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Squares in the ghost's aura are difficult terrain and flying creatures are always considered to be moving against the wind. The ghost can dismiss or resume the wind as an action, which has the concentrate trait.

Haunted House

Ghosts tend to haunt a specific place, remaining for eternity within a tightly bound space. They might haunt their graves or the sites of their death, but either way they rarely venture far. In their home, though, a ghost holds great power.

Haunted House Single ActionSingle Action Frequency once every 10 minutes; Effect The ghost extends its presence throughout its bound site until the end of its next turn. Within this area, the ghost can extend its senses, gaining the benefits of all-around vision, and can make ghostly hand attacks or use special abilities originating from any part of the area.

Lynchpin

Ghosts are typically thought of as solitary beings, but sometimes their will and rage are so strong that they drag others back from the grave as well.

Lynchpin (divine, necromancy) The ghost extends some of its nature to one or more undead of equal or lower level, who are connected to the ghost's story and unfinished business. These undead gain the ghost's Rejuvenation ability and can't be permanently destroyed so long as the ghost exists. If the ghost is laid to rest, all linked undead are likewise instantly destroyed. Linked undead often, but not always, share the ghost's Site-Bound ability as well. The ghost doesn't have any control over such undead, and indeed the ghost and their partners in eternity may be unremittingly hostile to one another.

Memento Mori

For most ghosts, death is a traumatic event, and an angry spirit is perfectly willing to share their pain with others.

Memento Mori Two ActionsTwo Actions (divine, illusion, mental) The ghost causes one creature within 30 feet to relive the ghost's death. The target must succeed at a Will save or see and feel what the ghost did, taking 1d4 persistent mental damage per 2 levels the ghost has. All other creatures are concealed to the target until the persistent damage ends.

Phanstamagoria

Ghost are rarely aware of the passage of time and see no difference between the homes they lived in long ago and the ruins they haunt now. Some ghosts can spread that delusion to others.

Phantasmagoria Three ActionsThree Actions (auditory, divine, illusion, mental, olfactory, visual) The ghost causes all or part of its bound site to look, sound, feel, and smell like a different kind of place, and can populate it with simple illusions of people or animals. Typically, the ghost can recreate only a handful of images, usually different versions of its bound site as it appeared during the ghost's life. This can't disguise any creatures in the area, though it can cause minor, cosmetic changes (like causing a creature's clothing to appear nicer for a party or bloodstained for a battle). Any creature that touches the illusion or uses the Seek action to examine it can attempt to disbelieve it. Creatures can't leave the area of the illusion until they successfully disbelieve it.

Pyre's Memory

Burning is one of the most painful ways to die, and ghosts that burned to death are often more aggressive and violent than other incorporeal creatures. Their bound site is often scorched or scarred with some other evidence of fire.

Pyre's Memory Three ActionsThree Actions (divine, evocation, fire) The ghost causes great gouts of flame to erupt without warning. The ghost picks three 5-foot squares within 30 feet. Creatures that start in or enter one of these squares take 1d6 fire damage per 2 levels the ghost has, subject to a basic Reflex save. The flames last for 1 minute and don't set other things alight unless the ghost wishes. If the ghost uses this ability again, it dismisses any existing flames.

Revenant

Not all ghosts try to possess the living. Some prefer to ride corpses instead, wrenching bodies from shallow graves to serve as their hosts.

Revenant Two ActionsTwo Actions or 1 hour; Effect The ghost possesses and transforms an adjacent corpse (this requires 2 actions if the ghost is possessing its own corpse; otherwise, it takes an hour). The possessed corpse uses the statistics of a non-incorporeal undead 2 levels lower than the ghost, and the ghost possesses it as if using the possession spell. The specific undead is determined by the nature of the ghost and the corpse—ghoul, wights, and dullahans are all common, but almost any undead is possible. If the ghost ceases to possess the corpse, the corporeal undead is immediately destroyed.

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), Leng Ghoul (Creature 10)

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 Single ActionSingle Action (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 Single ActionSingle Action (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 Single ActionSingle Action 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

Cave Giant (Creature 6), Cloud Giant (Creature 11), Desert Giant (Creature 9), Fire Giant (Creature 10), Frost Giant (Creature 9), Hill Giant (Creature 7), Marsh Giant (Creature 8), Plague Giant (Creature 14), Rune Giant (Creature 16), Shadow Giant (Creature 13), Stone Giant (Creature 8), Storm Giant (Creature 13), Taiga Giant (Creature 12), Tomb Giant (Creature 12), Wood Giant (Creature 6)

Gibtas

Source Pathfinder #164: Hands of the Devil pg. 80
This rubbery, spheroid scavenger is nearly all acid-dripping mouth, with five bu... (click to see full entry)

Members

Gibtanius (Creature 8), Gibtas Bounder (Creature 5), Gibtas Spawn Swarm (Creature 6)

Girtablilu

Source Bestiary 3 pg. 112
Girtablilus are desert-dwelling guardians with the upper bodies of muscular huma... (click to see full entry)

Members

Girtablilu Seer (Creature 12), Girtablilu Sentry (Creature 8)

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), Fossil Golem (Creature 12), Glass Golem (Creature 8), Ice Golem (Creature 5), Iron Golem (Creature 13), Mithral Golem (Creature 16), 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

Fuath (Creature 1), Grimple (Creature -1), Haniver (Creature -1), 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)

Grioth

Source Bestiary 3 pg. 122
Planets that drift out of orbit from their stars grow cold and lifeless as they ... (click to see full entry)

Members

Grioth Cultist (Creature 3), Grioth Scout (Creature 1)

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)

Guardian Beast

Source Bestiary 3 pg. 124
Stone statues of beasts can often be found paired and standing guard to either s... (click to see full entry)

Members

Stone Lion (Creature 4), Stone Lion Cub (Creature 2)

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), Blood Hag (Creature 8), Green Hag (Creature 4), Moon Hag (Creature 10), Night Hag (Creature 9), Sea Hag (Creature 3), Storm Hag (Creature 5), Winter Hag (Creature 7)

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 2.0
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 2.0
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)

House Spirit

Source Bestiary 3 pg. 136
House spirits are shy, often helpful, sometimes wrathful fey... (click to see full entry)

Members

Domovoi (Creature 2), Dvorovoi (Creature 3), Ovinnik (Creature 4)

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 2.0
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)

Kami

Source Bestiary 3 pg. 141
Kami are divine nature spirits native to the lands of Tian Xia, far to the east ... (click to see full entry)

Members

Kodama (Creature 5), Shikigami (Creature 1), Toshigami (Creature 15), Zuishin (Creature 10)

Kitsune

Source Bestiary 3 pg. 150
Kitsune are shapeshifting, fox-like humanoids who have been blessed by the spiri... (click to see full entry)

Members

Kitsune Trickster (Creature 2)

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)

Kovintus

Source Bestiary 3 pg. 153
Kovintus are reclusive humanoids with an inborn talent for geomancy that ties th... (click to see full entry)

Members

Kovintus Geomancer (Creature 3)

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 2.0
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

Cactus Leshy (Creature 2), Flytrap Leshy (Creature 4), Fungus Leshy (Creature 2), Gourd Leshy (Creature 1), Leaf Leshy (Creature 0), Seaweed Leshy (Creature 3), Sunflower Leshy (Creature 1), Vine Leshy (Creature 0)

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 Free ActionFree Action 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 ReactionReaction 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)

Living Symbol

Source Bestiary 3 pg. 162
Magic is a complex thing to begin with, and at a certain level of sophistication... (click to see full entry)

Members

Arcane Living Rune (Creature 13), Oil Living Graffiti (Creature 3)

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)

Locathah

Source Bestiary 3 pg. 164
Deep in the sea, schools of locathah—piscine humanoids armed with spears and spe... (click to see full entry)

Members

Locathah Hunter (Creature 3)

Maftet

Source Bestiary 3 pg. 166
Maftets are hawk-winged humanoids with leonine lower bodies that dwell in ancien... (click to see full entry)

Members

Maftet Guardian (Creature 6)

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)

Monkey

Source Bestiary 3 pg. 172
Monkeys vary greatly in size, color, and behavior. Some are distinguished by bri... (click to see full entry)

Members

Monkey (Creature -1), Monkey Swarm (Creature 2)

Morlock

Source Pathfinder #163: Ruins of Gauntlight pg. 84
Morlocks originate from humans long lost to the surface world. They have an affi... (click to see full entry)

Members

Morlock (Creature 2), Morlock Cultist (Creature 4), Morlock Engineer (Creature 3), Morlock Scavenger (Creature 1)

Mortic

Source Bestiary 3 pg. 174
Mortics are humanoids overwhelmed by negative energy who still cling to life, su... (click to see full entry)

Members

Angheuvore Flesh-Gnawer (Creature 2), Etioling Blightmage (Creature 10), Gurgist Mauler (Creature 6), Lifeleecher Brawler (Creature 8)

Mosasaur

Source Bestiary 3 pg. 178
The massive swimming reptiles called mosasaurs thrash their powerful tails to pr... (click to see full entry)

Members

Platecarpus (Creature 3), Tylosaurus (Creature 8)

Mosquito

Source Bestiary 2 pg. 175 2.0
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)

Munavri

Source Bestiary 3 pg. 180
Although the subterranean Darklands are known for their cruel and domineering ci... (click to see full entry)

Members

Munavri Spellblade (Creature 2)

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)

Nagaji

Source Bestiary 3 pg. 182
Nagaji are brawny bipeds with humanoid figures and serpentine heads. Their bodie... (click to see full entry)

Members

Nagaji Soldier (Creature 2)

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), Hesperid (Creature 9), Hesperid Queen (Creature 19), Lampad (Creature 6), Lampad Queen (Creature 15), Naiad (Creature 1), Naiad Queen (Creature 7)

Octopus

Source Bestiary 2 pg. 187 2.0
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 2.0
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)

Opossum

Source Bestiary 3 pg. 192
Few creatures have survived as long and in as many environments as the opossum.

Members

Giant Opossum (Creature 2), Khravgodon (Creature 9)

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)

Owb

Source Bestiary 3 pg. 196
These ancient denizens of the Shadow Plane appear as grayish... (click to see full entry)

Members

Owb (Creature 6), Owb Prophet (Creature 13)

Paaridar

Source Bestiary 3 pg. 198
Monks dissatisfied with the limits of their humanoid forms and yearning for a sh... (click to see full entry)

Members

Manticore Paaridar (Creature 7)

Phantom

Source Bestiary 3 pg. 202
The typical trajectory for souls passing to the afterlife is fairly straightforw... (click to see full entry)

Members

Phantom Beast (Creature 8), Phantom Knight (Creature 4)

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), Aphorite Sharpshooter (Creature 4), Duskwalker Ghost Hunter (Creature 4), Ganzi Martial Artist (Creature 3), Tiefling Adept (Creature 3)

Members

Planar Scion, Geniekin

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 2.0
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), Maharaja (Creature 20), Raja Rakshasa (Creature 10), Raktavarna (Creature 1)

Ram

Source Bestiary 3 pg. 212
Rams are sturdy, stubborn herd animals suited to rugged terrain and cold weather... (click to see full entry)

Members

Ringhorn Ram (Creature 0), Rosethorn (Creature 2)

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 2.0
Few birds are as cunning and social as the raven.

Members

Raven (Creature -1), Raven Swarm (Creature 3)

Ravener

Source Bestiary 2 pg. 222 2.0
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 LevelHP IncreaseWeakness
13-205015
21 or greater9020

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 Free ActionFree Action (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 Free ActionFree Action (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 2.0
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 2.0
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

Esipil (Creature 1), Kimenhul (Creature 20), Nenchuuj (Creature 19), Nucol (Creature 4), Pakalchi (Creature 9), Penqual (Creature 15), Wihsaak (Creature 6), Ximtal (Creature 17)

Samsaran

Source Bestiary 3 pg. 224
A unique connection to the cycle of life and death defines the mortal lives of s... (click to see full entry)

Members

Samsaran Anchorite (Creature 1)

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 2.0
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)

Seugathi

Source Pathfinder #164: Hands of the Devil pg. 82
The wicked, alien neothelids impregnate themselves throug... (click to see full entry)

Members

Seugathi Reality Warper (Creature 9), Seugathi Servant (Creature 6)

Shabti

Source Bestiary 3 pg. 229
Cobbled together from broken bits of mortal souls, shabti are facsimiles of weal... (click to see full entry)

Members

Shabti Redeemer (Creature 4)

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)

Shanrigol

Source Pathfinder #164: Hands of the Devil pg. 84
Fleshwarpers, regardless of their origin or training, create a shocking amount o... (click to see full entry)

Members

Shanrigol Behemoth (Creature 9), Shanrigol Heap (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)

Siktempora

Source Bestiary 3 pg. 232
In the Dimension of Time, intense emotions are more than jus... (click to see full entry)

Members

Hatred Siktempora (Creature 18), Love Siktempora (Creature 16), Misery Siktempora (Creature 12), Triumph Siktempora (Creature 14)

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

Harpy Skeleton (Creature 5), Skeletal Champion (Creature 2), Skeletal Giant (Creature 3), Skeletal Horse (Creature 2), Skeletal Hulk (Creature 7), Skeleton Guard (Creature -1), Skeleton Infantry (Creature 11), Tyrannosaurus Skeleton (Creature 9)

Skelm

Source Bestiary 3 pg. 238
Rage-filled skelms are drawn to any settlement with more than a few hundred soul... (click to see full entry)

Members

Palace Skelm (Creature 8), Shrine Skelm (Creature 5), Soul Skelm (Creature 10), Street Skelm (Creature 3)

Skull Swarm

Source Bestiary 3 pg. 244
A skull swarm is composed of reanimated masses of craniums and jawbones, forming... (click to see full entry)

Members

Clacking Skull Swarm (Creature 10), Feral Skull Swarm (Creature 12), Sorcerous Skull Swarm (Creature 14)

Skunk

Source Bestiary 3 pg. 246
With their distinctive black bodies and white stripes or spots, skunks are insta... (click to see full entry)

Members

Giant Skunk (Creature 1), Skunk (Creature -1)

Sloth

Source Bestiary 3 pg. 248
Despite their long, hooked claws being one of their most distinctive features, s... (click to see full entry)

Members

Megatherium (Creature 5), Three-Toed Sloth (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), Rat Snake Swarm (Creature 2), Sea Snake (Creature 0), Viper (Creature -1), Viper Swarm (Creature 4)

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)

Sphinx

Source Bestiary 3 pg. 250
Sphinxes are a family of mystical beings that combine leonine, avian, and usuall... (click to see full entry)

Members

Elder Sphinx (Creature 16), Hieracosphinx (Creature 5), Sphinx (Creature 8)

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)

Spirit Guide

Source Bestiary 3 pg. 252
Spirit guides are a distinctive form of spiritual entity with a tenuous attachme... (click to see full entry)

Members

Cunning Guide (Creature 1), Feathered Bear (Creature 10)

Sportlebore

Source Bestiary 2 pg. 251 2.0
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 2.0
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

Draxie (Creature 3), Grig (Creature 1), Melixie (Creature 0), Nyktera (Creature -1), Pixie (Creature 4), Sprite (Creature -1)

Squid

Source Bestiary 2 pg. 254 2.0
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)

Squirrel

Source Bestiary 3 pg. 257
Squirrels' ability to dart into sticky situations, extract berries or nuts from ... (click to see full entry)

Members

Giant Flying Squirrel (Creature 2), Squirrel Swarm (Creature 1)

Stheno

Source Bestiary 3 pg. 258
With living snakes for hair, sthenos, who are descended from me... (click to see full entry)

Members

Stheno Harpist (Creature 1)

Strix

Source Bestiary 3 pg. 259
Strix are avian humanoids with sprawling, dark-feathered wings and large talons.... (click to see full entry)

Members

Strix Kinmate (Creature 2)

Terra-Cotta Warrior

Source Bestiary 3 pg. 263
Terra-cotta warriors guard the tombs of ancient rulers, where they stand vigil, ... (click to see full entry)

Members

Terra-Cotta Garrison (Creature 13), Terra-Cotta Soldier (Creature 6)

Terror Bird

Source Bestiary 3 pg. 264
Terror birds aren't one species but rather a family of deadly, flightless avian ... (click to see full entry)

Members

Terror Bird (Creature 2), Terror Shrike (Creature 4)

Tick

Source Bestiary 2 pg. 260 2.0
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 Bestiary 3 pg. 268
Created by ancient deities long before the rise of mortal ancestries, titans uni... (click to see full entry)

Members

Danava Titan (Creature 23), Elysian Titan (Creature 21), Hekatonkheires Titan (Creature 24), Thanatotic Titan (Creature 22)

Toad

Source Bestiary 2 pg. 261 2.0
Nethys Note: no description has been provided for this family

Members

Giant Toad (Creature 2)

Tooth Fairy

Source Bestiary 3 pg. 273
Tooth fairies spawn when a child's tooth (or, less commonly, an entire child) is... (click to see full entry)

Members

Tooth Fairy (Creature -1), Tooth Fairy Swarm (Creature 3)

Trilobite

Source Bestiary 3 pg. 275
Often overlooked as little more than water-dwelling pests, trilobites are a vari... (click to see full entry)

Members

Trilobite (Creature -1), Trilobite Swarm (Creature 3)

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)

Tsukumogami

Source Bestiary 3 pg. 276
Tsukumogami are intelligent, mobile objects formed from the union between a 100-... (click to see full entry)

Members

Chouchin-Obake (Creature 6), Ittan-Momen (Creature 2), Kasa-Obake (Creature 4)

Turtle

Source Bestiary 2 pg. 269 2.0
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 2.0
The violent warmongers, occultists, and poisoners known as urdefhans dwell withi... (click to see full entry)

Members

Urdefhan Blood Mage (Creature 8), Urdefhan Death Scout (Creature 6), Urdefhan Dominator (Creature 14), Urdefhan High Tormentor (Creature 10), Urdefhan Hunter (Creature 12), Urdefhan Lasher (Creature 7), 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)

Members

Vampire, Vampire, Vrykolakas, Vampire, Nosferatu

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 LevelHP DecreaseFast Healing/Resistance
3–4–205
5–7–307
8–14–4010
15+–6015

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 Single ActionSingle Action (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 Free ActionFree Action 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 Single ActionSingle Action (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 Two ActionsTwo Actions (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 Single ActionSingle Action (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, Nosferatu

Source Bestiary 3 pg. 282
Among the most ancient of vampires are the nosferatus, twisted remnants of morta... (click to see full entry)

Members

Nosferatu Malefactor (Creature 10), Nosferatu Overlord (Creature 15), Nosferatu Thrall (Creature 8)

Creating a Nosferatu

You can turn an existing living creature into a nosferatu using the following steps. A creature below 8th level isn't significant enough to be a nosferatu and should likely be a regular vampire instead.

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 bonuses, DCs, saving throws, and skill modifiers by 1.
  • Increase Speed by 5 feet or to 30 feet, whichever results in a higher Speed.
  • Increase damage with Strikes and other offensive abilities by 1. If an ability
  • n be used only a small number of times (such as a dragon's Breath Weapon),
  • crease the damage by 2 instead.
  • Reduce HP by the amount listed on the table.
  • The nosferatu gains fast healing and resistance to physical damage (except magical wood) as indicated in the table. These abilities are the reason the nosferatu has fewer HP.
Starting LevelHP DecreaseFast Healing/Resistance
8-1410
15+15

Basic Nosferatu Abilities

If the base creature becoming a nosferatu 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 nosferatu's theme.

All nosferatus gain the following abilities.

Darkvision

Negative Healing (page 305)

Immunities death effects, disease, paralyze, poison, sleep

Nosferatu VulnerabilitiesRevulsion A nosferatu 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 nosferatu involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a nosferatu can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success). • Stake A magical wooden stake (such as one affected by a weapon potency rune, magic weapon, or similar magic) driven through the nosferatu's heart drops the nosferatu to 0 HP and prevents them from healing above 0 HP, even in their coffin. Staking a nosferatu requires 3 actions and works only if the nosferatu is unconscious. If the stake is removed, the nosferatu can heal above 0 HP again, and if they're in their coffin, the 1-hour rest period begins once the stake is removed. If the nosferatu's head is severed and anointed with holy water while the stake is in place, the nosferatu is destroyed. • Sunlight If exposed to direct sunlight, a nosferatu immediately becomes slowed 1. The slowed value increases by 1 each time the nosferatu ends their turn in sunlight, and the condition ends when they're no longer in sunlight. If the nosferatu loses all their actions in this way, they're destroyed.

Plagued Coffin Restoration (divine, necromancy, negative) Unlike other undead, a nosferatu isn't destroyed at 0 HP. Instead, they disperse into an immense number of individual rats heading in every direction in an attempt to return to their coffin. If even a single rat reaches the coffin, the nosferatu can recover. A nosferatu regains their strength through resting in earth taken from the grave of a creature who died of plague. If their body rests in their earth-filled coffin for 1 hour, the nosferatu gains 1 HP, after which their fast healing begins to function normally. If the coffin doesn't contain this plagued grave dirt, they instead need to rest in their coffin for 1 day before they gain 1 HP and regain their fast healing.

Change Shape Single ActionSingle Action (concentrate, divine, polymorph, transmutation) The nosferatu transforms into a swarm of pale-gray rats. They gain a land Speed of 30 feet and a climb Speed of 10 feet, and they become Large. Each enemy in the swarm's space takes 2d10 piercing damage and must attempt a basic Reflex save with a high DC for the creature's level. A creature that fails its save is exposed to plague of ancients (see below).

Command Thrall [free-action] (auditory, divine, mental) Requirements One of the nosferatu's thralls is present and can hear the nosferatu; Effect The nosferatu gives a single command to one of their thralls, which the thrall follows to the best of its ability during its next turn.

Divine Innate Spells The nosferatu can cast telekinetic haul (heightened to half their level rounded up) three times per day as a divine innate spell. They use a high DC for their level.

Plague of Ancients (disease, virulent) Saving Throw Fortitude (use a high DC for the nosferatu's level); Onset 1 day; Stage 1 drained 1 (1 day); Stage 2 drained 2 and enfeebled 2 (1 day); Stage 3 doomed 1, drained 3, and enfeebled 3 (1 day); Stage 4 doomed 2, drained 3, and enfeebled 3 (1 day); Stage 5 unconscious (1 day); Stage 6 death

Dominate Two ActionsTwo Actions (divine, enchantment, incapacitation, mental, visual) The nosferatu 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 a high DC for the nosferatu's level, and a creature that succeeds is temporarily immune to that nosferatu's Dominate for 24 hours. Fully destroying the nosferatu ends the domination, but merely reducing the nosferatu to 0 HP is insufficient to break the spell.

Drink Blood Single ActionSingle Action (divine, necromancy) Requirements The nosferatu's last action was a successful fangs Strike; Effect The nosferatu sinks their fangs into the targeted 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 nosferatu regains HP equal to 10% of their 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 nosferatu, but increases the creature's drained condition value by 1. A nosferatu can also consume blood that's been emptied into a vessel for sustenance, but they gain 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.

Nosferatu Overlord Abilities

A truly primeval nosferatu can gain extraordinary powers over their foes. Creatures must have lived for millennia and be 14th level or higher to become a nosferatu overlord.

Air of Sickness (aura) 30 feet. A creature entering or starting its turn in the aura must attempt a Fortitude save with a moderate DC for the nosferatu's level. On a failure, the creature is sickened 1 and takes a –2 status penalty to saves made to resist diseases and remove the sickened condition for 1 hour.

Divine Innate Spells As nosferatu, but they can also cast vampiric exsanguination twice per day as a divine innate spell.

Paralytic Fear [one-action] (divine, emotion, fear, incapacitation, mental) Requirements The nosferatu overlord's last action was a successful claw Strike; Effect The nosferatu drags the target of the Strike close and freezes its mind in terror. The target must attempt a Will save with a moderate DC for the nosferatu's level.
Critical Success The target is unaffected.
Success The target is immobilized by fear until the end of the nosferatu's next turn.
Failure The target is restrained and takes a –2 circumstance penalty to its Fortitude DC against the nosferatu's Drink Blood ability until the end of the nosferatu's next turn.
Critical Failure As failure, and the target is frightened 2.

Nosferatu Thrall Abilities

Any creature under a nosferatu's thrall gains the following abilities.

Fast Healing A nosferatu thrall gains fast healing 5 from being sustained by their master's blood.

Weaknesses The strain of being controlled wears on the nosferatu thrall's mind, giving them weakness 10 to mental damage.

Mindbound (divine, enchantment) A nosferatu master exerts a fierce hold over their thrall's mind. If any creature other than the thrall's master targets them with an effect that would give them the controlled condition, the thrall's master rolls a counteract check against it using their Dominate DC - 10 as the counteract check modifier.

Mortal Shield ReactionReaction Trigger The thrall's master would take damage from a Strike or spell attack and is in an adjacent square; Effect The thrall throws themself in front of their master, taking half the damage of the attack (before applying any weaknesses or resistances). The thrall's master takes the remaining damage, applying any weaknesses or resistances as normal.

Rally ReactionReaction Trigger The thrall ends their turn more than 30 feet away from their master; Effect The thrall Strides up to their Speed toward their master.

Vampire, Vrykolakas

Source Bestiary 2 pg. 275 2.0
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 Free ActionFree Action (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 Single ActionSingle Action (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 Single ActionSingle Action 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 Single ActionSingle Action (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 Single ActionSingle Action (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.

Vanara

Source Bestiary 3 pg. 286
Vanaras are monkey-like humanoids who dwell in treetop villages high in the cano... (click to see full entry)

Members

Vanara Disciple (Creature 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)

Vishkanya

Source Bestiary 3 pg. 288
From a distance, vishkanyas share more than a passing resemblance to humans. How... (click to see full entry)

Members

Vishkanya Infiltrator (Creature 3)

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)

Wayang

Source Bestiary 3 pg. 290
In hushed tones, superstitious people tell their children stories of wayangs— li... (click to see full entry)

Members

Wayang Whisperblade (Creature 1)

Weasel

Source Bestiary 3 pg. 291
Weasels are lithe, clever predators known for both their beautiful, sleek fur an... (click to see full entry)

Members

Megalictis (Creature 3), Weasel (Creature -1)

Werecreature

Source Bestiary pg. 328
Werecreatures are humanoids doomed to transform into animals and animal-humanoid... (click to see full entry)

Members

Werebat (Creature 2), Werebear (Creature 4), Wereboar (Creature 2), Werecrocodile (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 LevelHP IncreaseWeakness to Silver
4 or lower+255
5–7+357
8–14+5010
15++7515

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 Single ActionSingle Action (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 Strike (or a similar Strike) 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)

Wisp

Source Bestiary pg. 333
Nethys Note: this is not an official family and is a gathering of related cre... (click to see full entry)

Members

Corpselight (Creature 2), Dread Wisp (Creature 9), Flickerwisp (Creature 2), Voidglutton (Creature 8), Will-o’-Wisp (Creature 6)

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 2.0
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 2.0
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 LevelHP DecreaseFast Healing, Resistance, and Weakness
4 or less-205
5-7-307
8-14-4010
15 or higher-6015

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 Single ActionSingle Action 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 Single ActionSingle Action (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 Bestiary 3 pg. 296
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)

Wyrwood

Source Bestiary 3 pg. 298
Originally created as sapient magical servants, wyrwoods reclaimed the means to ... (click to see full entry)

Members

Wyrwood Sneak (Creature 1)

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 2.0
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), Shambler Troop (Creature 4), Sulfur Zombie (Creature 6), Zombie Brute (Creature 2), Zombie Dragon (Creature 9), Zombie Hulk (Creature 6), Zombie Shambler (Creature -1)