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neothelids are confirmed to not be going anywhere
* AlternateCompanyEquivalent: Their physical appearance, level/CR and parasitoidal life cycle make them a clear replacement for the ''TabletopGame/DungeonsAndDragons'' xill; the difference is that zecuis are not creatures of the Ethereal Plane. When the xill stopped being legally useable after the OGL was replaced by the ORC, established xills within the setting were changed into zecuis.
* MultiArmedAndDangerous: Zecuis have four arms each.
Changed line(s) 1965,1967 (click to see context) from:
[[folder:Pharmakos]]
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Level:'''
->'''Alignment:'''
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.
Changed line(s) 1970,1972 (click to see context) from:
* AgonyBeam: A creature hit by a pharmakos' bite or claws is racked with waves of pain.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
to:
* AgonyBeam: A creature hit by CannibalismSuperpower: Neothelids who consume a pharmakos' bite or claws is racked with waves large number of pain.
their kin can transform into immensely powerful neothelid overlords.
*ICannotSelfTerminate: A pharmakos is immortal {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot willingly end be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its ownlife, but is wracked with such agony that all kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of othersources of pain become meaningless.
beings.
*WasOnceAMan: When {{Teleportation}}: All neothelids can teleport as an evil god is particularly offended by a worshipper abandoning innate skill, and they can further track the faith, teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate theinfidel might be transformed into a pharmakos.fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
*
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other
*
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the
Changed line(s) 1975,1976 (click to see context) from:
[[folder:Quelaunt]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
Changed line(s) 1978,1983 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
->'''Size:''' Large
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Large
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].Gargantuan
->'''Size:'''
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
Changed line(s) 1985,1986 (click to see context) from:
* TheBlank: A quelaunt has no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.
to:
* TheBlank: AgonyBeam: A quelaunt has no discernible eyes, nose, ears creature hit by a pharmakos' bite or mouth.
claws is racked with waves of pain.
*EmotionEater: Quelaunts feed on ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning thenegative emotions of prey, gaining strength and sustenance from their dismay.faith, the infidel might be transformed into a pharmakos.
*
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the
Changed line(s) 1989 (click to see context) from:
[[folder:Shrike Worm]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
Changed line(s) 1991,1996 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
->'''Size:''' Huge
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
to:
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:'''Huge
Insidious creaturesLarge
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since theedge of reality who blur more a creature suffers, the line between more the real and unreal.
quelaunt feasts.
Their1e 2nd Edition stats can be found in ''Strange Aeons: Black Stars Beckon'' ''Bestiary (2nd Edition)'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
->'''Size:'''
Insidious creatures
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the
Their
Changed line(s) 1998,2000 (click to see context) from:
* MasterOfIllusion: They have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
to:
* MasterOfIllusion: They have several illusion spells TheBlank: A quelaunt has no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength andcan fool creatures into thinking the shrike worm itself is nothing but an illusion.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impalesustenance from their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.dismay.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
Changed line(s) 2003 (click to see context) from:
[[folder:Targotha]]
to:
Changed line(s) 2005 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralNeutralEvil
Changed line(s) 2008 (click to see context) from:
Strange, eel-like creatures most at home in tar seeps and oil pits.
to:
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Changed line(s) 2010 (click to see context) from:
* ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.
to:
* ExtremophileLifeforms: MasterOfIllusion: They evolved on have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
* MeaningfulName: It's aplanet largely reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are coveredby hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.in longs spikes, which they impale their victims on.
* MeaningfulName: It's a
* SpikesOfVillainy: Their backs are covered
Changed line(s) 2013 (click to see context) from:
[[folder:Tolokand]]
to:
Changed line(s) 2015,2016 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
->'''Size:''' Large
to:
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:'''LargeHuge
Strange, eel-like creatures most at home in tar seeps and oil pits.
->'''Size:'''
Strange, eel-like creatures most at home in tar seeps and oil pits.
Changed line(s) 2018 (click to see context) from:
* WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking the earth asunder, and staining the ground with their foul blood.
to:
* WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the earth asunder, and staining the ground with their foul blood.overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.
Changed line(s) 2021 (click to see context) from:
[[folder:Whyrlish]]
to:
Changed line(s) 2023,2026 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.
->'''Size:''' Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.Large
->'''Size:'''
Jellyfish-like creatures that gain sustenance from the River of Souls.
Changed line(s) 2028,2029 (click to see context) from:
* ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of electricity from their bell.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
to:
* ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of electricity from WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking the earth asunder, and staining the ground with their bell.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.foul blood.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
Changed line(s) 2032,2035 (click to see context) from:
!!Level 16
[[folder:Scylla]]
->'''Level:''' 16
->'''Alignment:''' ChaoticEvil
[[folder:Scylla]]
->'''Level:''' 16
->'''Alignment:''' ChaoticEvil
to:
[[folder:Scylla]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2038 (click to see context) from:
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
to:
Changed line(s) 2040,2041 (click to see context) from:
* MultipleHeadCase: A scylla has the upper body of a human woman and a lower body full of wolf heads.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
to:
* MultipleHeadCase: A scylla has the upper body ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of a human woman and a lower body full of wolf heads.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships toelectricity from their doom.bell.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
Changed line(s) 2044,2047 (click to see context) from:
!!Level 17
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
->'''Level:''' 17
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
->'''Level:''' 17
to:
!!Level 17
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
16
[[folder:Scylla]]
->'''Level:'''1716
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
[[folder:Scylla]]
->'''Level:'''
Changed line(s) 2049 (click to see context) from:
->'''Size:''' Gargantuan
to:
->'''Size:''' GargantuanHuge
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
Changed line(s) 2051,2057 (click to see context) from:
* AbsoluteXenophobe: Luscas brook no other large predators in their claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
to:
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
*
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
Changed line(s) 2060 (click to see context) from:
[[folder:Plankta]]
to:
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
Changed line(s) 2062 (click to see context) from:
->'''Alignment:''' NeutralEvil
to:
->'''Alignment:''' NeutralEvilChaoticEvil
Deleted line(s) 2064,2065 (click to see context) :
Creatures born from the shattered remains of fallen civilisations.
Changed line(s) 2067,2068 (click to see context) from:
* RockMonster: The plankta is a rocky creature formed from the ruins of buildings and statues built by ancient civilisations.
* SeaMonster: Planktas dwell in the sea and seek to sink ships and destroy cities in the hope of creating more of their kind.
* SeaMonster: Planktas dwell in the sea and seek to sink ships and destroy cities in the hope of creating more of their kind.
to:
* RockMonster: The plankta is a rocky creature formed from the ruins of buildings AbsoluteXenophobe: Luscas brook no other large predators in their claimed territory, even their own kind, and statues built by ancient civilisations.
an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
*SeaMonster: Planktas dwell CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in thesea and seek air before it attacks, lending an eerie aura of foreboding to sink ships and destroy cities in the hope assault.
* TentacledTerror: A terror ofcreating more the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that oftheir kind.sharks.
*
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the
* TentacledTerror: A terror of
* ThreateningShark: A lusca's heads are that of
Changed line(s) 2071,2072 (click to see context) from:
[[folder:Vaspercham]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
Changed line(s) 2074,2075 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
->'''Size:''' Huge
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''HugeGargantuan
Creatures born from the shattered remains of fallen civilisations.
->'''Size:'''
Creatures born from the shattered remains of fallen civilisations.
Changed line(s) 2077,2078 (click to see context) from:
* CombatTentacles: The vaspercham can attack with four tentacles.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the shallows near shorelines.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the shallows near shorelines.
to:
* CombatTentacles: RockMonster: The vaspercham can attack with four tentacles.
plankta is a rocky creature formed from the ruins of buildings and statues built by ancient civilisations.
* SeaMonster:The vaspercham is an aquatic horror who delights in violence and destruction, and lurks Planktas dwell in the shallows near shorelines.sea and seek to sink ships and destroy cities in the hope of creating more of their kind.
* SeaMonster:
Changed line(s) 2081,2085 (click to see context) from:
!!Level 18
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
to:
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2088,2089 (click to see context) from:
* EyesDoNotBelongThere: A deghuun can move its single, golden eye across the venthole-like craters that dot the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.
to:
* EyesDoNotBelongThere: A deghuun CombatTentacles: The vaspercham can move its single, golden eye across attack with four tentacles.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in theventhole-like craters that dot the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.shallows near shorelines.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.
Changed line(s) 2092,2093 (click to see context) from:
[[folder:Myrucarx]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
to:
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 2096 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeHuge
Changed line(s) 2098,2099 (click to see context) from:
* CombatTentacles: A myrucarx attacks with two tentacles ending in gnashing jaws.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.
to:
* CombatTentacles: EyesDoNotBelongThere: A myrucarx attacks with two tentacles ending in gnashing jaws.
* MasterOfIllusion: A myrucarxdeghuun can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, move its single, golden eye across the venthole-like craters that dot the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud andhas appropriate voice, scent and mannerisms.molten iron.
* MasterOfIllusion: A myrucarx
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and
Changed line(s) 2102,2103 (click to see context) from:
[[folder:Vitalia]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
Changed line(s) 2105 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralNeutralEvil
Changed line(s) 2108,2109 (click to see context) from:
* BloodyMurder: At range, vitalias attack by squirting their acidic blood.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
to:
* BloodyMurder: At range, vitalias attack by squirting their acidic blood.
CombatTentacles: A myrucarx attacks with two tentacles ending in gnashing jaws.
*VeinOVision: The vitalia MasterOfIllusion: A myrucarx can detect craft an illusion resembling any creatures that have a heartbeat.Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.
*
Added DiffLines:
[[folder:Vitalia]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* BloodyMurder: At range, vitalias attack by squirting their acidic blood.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
[[/folder]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* BloodyMurder: At range, vitalias attack by squirting their acidic blood.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
[[/folder]]
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Changed line(s) 54,56 (click to see context) from:
!!Alghollthu Master (Aboleth)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alghollthu_alghollthumaster.png]]
->'''Level:''' 7
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alghollthu_alghollthumaster.png]]
->'''Level:''' 7
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alghollthu_alghollthumaster.png]]
->'''Level:'''
Thalassic architects were originally created as mere physical laborers, but the evolution of their powers and their vital role in the creation of the intricate cities the alghollthu prize saw them rise in status.
Deleted line(s) 60,68 (click to see context) :
* NonIndicativeName: Alghollthu ''masters'' are actually the common folk of their species; they use this word because they see themselves as masters of all others.
!!Thalassic Architect
->'''Level:''' 10
->'''Alignment:''' LawfulEvil
->'''Size:''' Large
Thalassic architects were originally created as mere physical laborers, but the evolution of their powers and their vital role in the creation of the intricate cities the alghollthu prize saw them rise in status.
----
!!Thalassic Architect
->'''Level:''' 10
->'''Alignment:''' LawfulEvil
->'''Size:''' Large
Thalassic architects were originally created as mere physical laborers, but the evolution of their powers and their vital role in the creation of the intricate cities the alghollthu prize saw them rise in status.
----
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[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]
Deleted line(s) 454,462 (click to see context) :
[[folder:Lurking Ray]]
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)
A species of aberration with multiple distinct stages to its life cycle.
----
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
[[/folder]]
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)
A species of aberration with multiple distinct stages to its life cycle.
----
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
[[/folder]]
Changed line(s) 582 (click to see context) from:
[[folder:Flumph]]
to:
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
Changed line(s) 584 (click to see context) from:
->'''Alignment:''' LawfulGood
to:
->'''Alignment:''' LawfulGoodChaoticEvil
Changed line(s) 587 (click to see context) from:
Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
to:
Changed line(s) 589,590 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: Their peculiar appearance TheBeastmaster: They have a very focused version of the Wild Empathy skill that allows them to communicate with and origins make control snakes, and are almost always seen with at least a few snake companions.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of theirquest considerably more difficult.
kind born again to lead their tribes.
*CreepyGood: They are aberrations from SnakePeople: Rather at the most distant reaches snake end of space -- the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion andare also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their
*
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and
Changed line(s) 593,594 (click to see context) from:
[[folder:Goblin Snake]]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
to:
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
Changed line(s) 596 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilChaoticNeutral
Changed line(s) 599 (click to see context) from:
Serpents with goblinoid intelligence and attitude.
to:
Changed line(s) 601,605 (click to see context) from:
* TheBeastmaster: They have a very focused version of the Wild Empathy skill that allows them to communicate with and control snakes, and are almost always seen with at least a few snake companions.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
to:
* TheBeastmaster: They have MixAndMatchCritters: A reefclaw resembles a very focused version of lobster in the Wild Empathy skill that allows them to communicate with front and control snakes, and are almost always seen with at least a few snake companions.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-likean eel in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather atthe snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.back.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
Deleted line(s) 608,617 (click to see context) :
[[folder:Reefclaw]]
->'''Level:''' 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small
High-end aquatic predators that fill the ecological niche of sharks in many regions.
----
* MixAndMatchCritters: A reefclaw resembles a lobster in the front and an eel in the back.
[[/folder]]
->'''Level:''' 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small
High-end aquatic predators that fill the ecological niche of sharks in many regions.
----
* MixAndMatchCritters: A reefclaw resembles a lobster in the front and an eel in the back.
[[/folder]]
Deleted line(s) 628,639 (click to see context) :
[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
----
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
[[/folder]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
----
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
[[/folder]]
Changed line(s) 733,734 (click to see context) from:
[[folder:Thought Eater]]
->'''Level:''' 2
->'''Level:''' 2
to:
[[folder:Fungal Crawler]]
->'''Level:'''
Changed line(s) 736,738 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.Small
Tiny predators from the Ethereal Plane that feed on thoughts.
Changed line(s) 740 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.BigCreepyCrawlies: Fungal crawlers appear as monstrous crickets or locusts fused with fungal growths.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
Changed line(s) 743,744 (click to see context) from:
!!Level 3
[[folder:Fungal Crawler]]
[[folder:Fungal Crawler]]
to:
[[folder:Fungal Crawler]]
Changed line(s) 746,747 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
->'''Size:''' Small
to:
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:'''SmallMedium
->'''Size:'''
Changed line(s) 749,750 (click to see context) from:
* BigCreepyCrawlies: Fungal crawlers appear as monstrous crickets or locusts fused with fungal growths.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
to:
* BigCreepyCrawlies: Fungal crawlers appear as monstrous crickets or locusts fused ArchEnemy: Elder merlucents are especially aggressive toward deep merfolk, with fungal growths.
whom they fight constantly for control of the richest vents. Rather than implanting their young into captive merfolk, merlucents instead hurl them into the sea floor's boiling fissures, cooking them alive.
*UndergroundMonkey: Fungal crawlers are incredibly diverse PowerCopying: A merlucent has the natural ability to sniff out and have adapted replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take overmillennia to fill every environment: subterranean rifts, underground lakes its host's mind and volcanic networks.convert the bony, flesh-covered body into its own adult form.
*
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over
Changed line(s) 753 (click to see context) from:
[[folder:Grick]]
to:
Changed line(s) 756,758 (click to see context) from:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
Burrowing worm-like creatures with high durability against mundane weapons.
to:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.Tiny
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 760,761 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monsterBondCreatures: A scalescribe can bond with DR 10 one willing creature capable of casting spells. The scalescribe can aid their bonded caster in crafting a scroll, and they can make their transcribed spell available to the caster so long as the spell is of the caster's tradition.
* ThePenIsMightier: Scalescribes fight with fountain pens that canonly be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.leave behind a toxic inkstain.
* MadeOfIron: They're a CR 3 monster
* ThePenIsMightier: Scalescribes fight with fountain pens that can
Changed line(s) 764 (click to see context) from:
[[folder:Merlucent]]
to:
Changed line(s) 766 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
to:
->'''Alignment:''' ChaoticNeutralChaoticEvil
Strange creatures with a mix of traits from many creatures.
Changed line(s) 769,771 (click to see context) from:
* ArchEnemy: Elder merlucents are especially aggressive toward deep merfolk, with whom they fight constantly for control of the richest vents. Rather than implanting their young into captive merfolk, merlucents instead hurl them into the sea floor's boiling fissures, cooking them alive.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adult form.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adult form.
to:
* ArchEnemy: Elder merlucents are especially aggressive toward deep merfolk, with whom they fight constantly for control of the richest vents. Rather than implanting their young into captive merfolk, merlucents instead hurl them into the sea floor's boiling fissures, cooking them alive.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. DependingOurCryptidsAreMoreMysterious: They're based on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adult form.a Maryland cryptid.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending
Changed line(s) 774,786 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]
[[folder:Scalescribe]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]
[[folder:Scalescribe]]
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]
[[folder:Scalescribe]]
Changed line(s) 788,789 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
->'''Size:''' Tiny
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''TinyMedium
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
->'''Size:'''
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
Changed line(s) 791,792 (click to see context) from:
* BondCreatures: A scalescribe can bond with one willing creature capable of casting spells. The scalescribe can aid their bonded caster in crafting a scroll, and they can make their transcribed spell available to the caster so long as the spell is of the caster's tradition.
* ThePenIsMightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.
* ThePenIsMightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.
to:
* BondCreatures: A scalescribe can bond with one willing creature capable AllWebbedUp: Tixitogs can't create webs of casting spells. The scalescribe can aid their bonded caster own, but thier bodies are covered in crafting a scroll, slime that makes them immune to becoming trapped in the webs of others.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and theycan make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into theirtranscribed spell available mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on thecaster so long as ceiling without turning over their bodies.
* TheSymbiote: A parasitic version. They move into thespell is lairs of giant spiders and steal their food, occasionally preying on the caster's tradition.
* ThePenIsMightier: Scalescribesspiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight with fountain pens that can leave behind a toxic inkstain.back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the
* TheSymbiote: A parasitic version. They move into the
* ThePenIsMightier: Scalescribes
Changed line(s) 795 (click to see context) from:
[[folder:Snallygaster]]
to:
Changed line(s) 797 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilNeutralEvil
Changed line(s) 800 (click to see context) from:
Strange creatures with a mix of traits from many creatures.
to:
Changed line(s) 802 (click to see context) from:
* OurCryptidsAreMoreMysterious: They're based on a Maryland cryptid.
to:
* OurCryptidsAreMoreMysterious: They're based on BewareMyStingerTail: An urhag's whip-thin tail ends in a Maryland cryptid.slender stinger which can infect victims with the red plague.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
Changed line(s) 805,806 (click to see context) from:
[[folder:Tixitog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
Changed line(s) 808,813 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
->'''Size:''' Medium
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
to:
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:'''Medium
Tixitogs areSmall
Spectacularly odd creatures hailing from aspecies of bizarre aberrations that make their homes in the dens of giant spiders.
world far from Golarion.
Their2nd Edition 2e stats can be found in ''Age ''Extinction Curse: Legacy of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].the Lost God''.
->'''Size:'''
Tixitogs are
Spectacularly odd creatures hailing from a
Their
Changed line(s) 815,820 (click to see context) from:
* AllWebbedUp: Tixitogs can't create webs of their own, but thier bodies are covered in slime that makes them immune to becoming trapped in the webs of others.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over their bodies.
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying on the spiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over their bodies.
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying on the spiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
to:
* AllWebbedUp: Tixitogs can't create webs of their own, but thier bodies are covered in slime that makes them immune to becoming trapped in the webs of others.
* TheBeastMaster:CharmPerson: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that theyzuipnyrn can combo into dragging emit a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing themhypnotic aura from its eye to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over their bodies.
entrance those around it.
*TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying on the spiders themselves when the mood strikes them. LightEmUp: The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
* TheBeastMaster:
* MultipurposeTongue: They have a tongue attack that they
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them
*
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[[folder:Urhag]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
to:
[[folder:Byakhee]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 828 (click to see context) from:
Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.
to:
Their 1e stats can be found in
Changed line(s) 830,831 (click to see context) from:
* BewareMyStingerTail: An urhag's whip-thin tail ends in a slender stinger which can infect victims with the red plague.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
to:
* BewareMyStingerTail: An urhag's whip-thin tail ends MixAndMatchCritters: Byakhees superficially combine elements of carrion birds, insects and mammals, giving an outward appearance that might at first glance seem possible in a slender stinger which can infect victims with the natural world.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without a trace on the next rising of its planet's redplague.
* ParasiteZombie: Ifsun. In truth, the urhag kills a Medium or larger creature it is grappling, it slithers into city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the creature's corpse, sliding its tendrils into limbs first byakhees, and controlling ever since, their kind has unwaveringly served the body like a puppet.lord of Carcosa, the King in Yellow.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without a trace on the next rising of its planet's red
* ParasiteZombie: If
Changed line(s) 834,835 (click to see context) from:
[[folder:Vampiric Mist]]
->'''Level:''' 3
->'''Level:''' 3
to:
->'''Level:'''
Changed line(s) 837,839 (click to see context) from:
->'''Size:''' Medium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
to:
->'''Size:''' Medium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.Small
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
Changed line(s) 841 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, BodyOfBodies: The bodies of Cassomir strays are patchwork affairs, cobbled together from various captives and are often mistaken for vampires sustained by strange dero fluids.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies ingaseous form.hallucinogenic chemicals.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in
Changed line(s) 844,847 (click to see context) from:
[[folder:Web Lurker (Ettercap)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 850,854 (click to see context) from:
Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
to:
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 856,859 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control BigEater: The decapus has an enormous appetite that often drives it to consume whatever food is available.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh overthe spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.all other food.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
Changed line(s) 862,863 (click to see context) from:
[[folder:Zuipnyrn]]
->'''Level:''' 3
->'''Level:''' 3
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dust_digger.jpg]]
->'''Level:'''
Changed line(s) 865,869 (click to see context) from:
->'''Size:''' Small
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
to:
->'''Size:''' Small
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.Large
Burrowing ambush predators that favor desert environments.
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
Burrowing ambush predators that favor desert environments.
Changed line(s) 871,872 (click to see context) from:
* CharmPerson: A zuipnyrn can emit a hypnotic aura from its eye to entrance those around it.
* LightEmUp: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
* LightEmUp: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
to:
* CharmPerson: A zuipnyrn can emit a hypnotic aura from its eye AntlionMonster: As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to entrance those around it.
stumble over their ambush site.
*LightEmUp: The zuipnyrn's eye stalk can produce {{Expy}}: Between their art and their ability to make a blinding burst sinkhole, dust diggers are pretty reminiscent of light as a defensive measure.[[Franchise/StarWars the sarlaac]].
* NoBiologicalSex: Dust diggers are asexual and reproduce by budding.
*
* NoBiologicalSex: Dust diggers are asexual and reproduce by budding.
Changed line(s) 875,877 (click to see context) from:
!!Level 4
[[folder:Byakhee]]
[[folder:Byakhee]]
to:
[[folder:Byakhee]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
Changed line(s) 882,884 (click to see context) from:
Interstellar creatures hailing from Carcosa, where they exist as servants of Hastur.
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].
to:
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].
Changed line(s) 886,888 (click to see context) from:
* MixAndMatchCritters: Byakhees superficially combine elements of carrion birds, insects and mammals, giving an outward appearance that might at first glance seem possible in the natural world.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without a trace on the next rising of its planet's red sun. In truth, the city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the first byakhees, and ever since, their kind has unwaveringly served the lord of Carcosa, the King in Yellow.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without a trace on the next rising of its planet's red sun. In truth, the city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the first byakhees, and ever since, their kind has unwaveringly served the lord of Carcosa, the King in Yellow.
to:
* MixAndMatchCritters: Byakhees superficially combine elements of carrion birds, insects and mammals, giving an outward appearance that might at first glance seem possible in the TheBlank: In its natural world.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished withoutform, a trace on the next rising of its planet's red sun. In truth, the city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the first byakhees, and ever since, their kind faceless stalker has unwaveringly served the lord of Carcosa, the King in Yellow.no discernible facial features.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without
Changed line(s) 891 (click to see context) from:
[[folder:Cassomir Stray]]
to:
Changed line(s) 893,894 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
->'''Size:''' Small
to:
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:'''SmallLarge
->'''Size:'''
Changed line(s) 896,897 (click to see context) from:
* BodyOfBodies: The bodies of Cassomir strays are patchwork affairs, cobbled together from various captives and sustained by strange dero fluids.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in hallucinogenic chemicals.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in hallucinogenic chemicals.
to:
* BodyOfBodies: The bodies of Cassomir strays MasterOfIllusion: Grauls have a natural talent for illusion and mimicry.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm arepatchwork affairs, cobbled together from various captives and sustained by strange dero fluids.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids fromadvised to look out for fauna that congregate around a wound, dousing enemies in hallucinogenic chemicals.natural source of light which they normally ignore, since this is often a sign of a graul's hunting ground.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from
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[[folder:Decapus]]
to:
Changed line(s) 902,905 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Intelligent ambush predators that prefer the taste of humanoid flesh.
->'''Size:''' Medium
Intelligent ambush predators that prefer the taste of humanoid flesh.
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Medium
Intelligent ambush predators that preferSmall
When a restless samurai soul fuses with and mutates thetaste body of humanoid flesh.a crustacean, a heikegani is the result.
->'''Size:'''
Intelligent ambush predators that prefer
When a restless samurai soul fuses with and mutates the
Changed line(s) 907,911 (click to see context) from:
* BigEater: The decapus has an enormous appetite that often drives it to consume whatever food is available.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
to:
* BigEater: The decapus has an enormous appetite WasOnceAMan: When a samurai becomes so obsessed with purpose that often drives it to consume whatever food is available.
* ImAHumanitarian: The decapus is not above cannibalism when other food sourcesthey cannot pass into the afterlife, but are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded byunwilling to become undead, the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10samurai's soul instead finds the body of 8 tentacles.
* ToServeMan:a crustacean and mutates it to serve as their new host. The decapus favors humanoid flesh over all other food.soul of a heikegani has very few memories from life, but retains its single-minded sense of purpose and honour.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10
* ToServeMan:
Changed line(s) 914,915 (click to see context) from:
[[folder:Dust Digger]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dust_digger.jpg]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dust_digger.jpg]]
to:
[[quoteright:250:https://static.
[[quoteright:350:https://static.tvtropes.
Changed line(s) 917,920 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Burrowing ambush predators that favor desert environments.
->'''Size:''' Large
Burrowing ambush predators that favor desert environments.
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''Large
Burrowing ambush predators that favor desert environments.Medium
->'''Size:'''
Burrowing ambush predators that favor desert environments.
Changed line(s) 922,924 (click to see context) from:
* AntlionMonster: As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.
* {{Expy}}: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars the sarlaac]].
* NoBiologicalSex: Dust diggers are asexual and reproduce by budding.
* {{Expy}}: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars the sarlaac]].
* NoBiologicalSex: Dust diggers are asexual and reproduce by budding.
to:
* AntlionMonster: As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.
* {{Expy}}: Between their artGiantSpider: A karumzek is a spider that stands about 5 feet tall and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars the sarlaac]].
weighs around 200 pounds.
*NoBiologicalSex: Dust diggers are asexual and reproduce by budding.{{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
* {{Expy}}: Between their art
*
Changed line(s) 927,928 (click to see context) from:
[[folder:Faceless Stalker (Ugothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
Changed line(s) 930 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilTrueNeutral
Changed line(s) 933 (click to see context) from:
Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursue their own desires.
to:
Changed line(s) 935 (click to see context) from:
* TheBlank: In its natural form, a faceless stalker has no discernible facial features.
to:
* TheBlank: In its natural form, a faceless stalker has no discernible facial features.LivingDrawing: Living cave paintings are prehistoric works of art animated by strange magic.
Changed line(s) 938 (click to see context) from:
[[folder:Graul]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png]]
Changed line(s) 940,941 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
->'''Size:''' Large
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''LargeMedium
->'''Size:'''
Changed line(s) 943,945 (click to see context) from:
* MasterOfIllusion: Grauls have a natural talent for illusion and mimicry.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around a natural source of light which they normally ignore, since this is often a sign of a graul's hunting ground.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around a natural source of light which they normally ignore, since this is often a sign of a graul's hunting ground.
to:
* MasterOfIllusion: Grauls have MadeOfIncendium: A scalathrax constantly sweats a natural talent for illusion slick, glistening, flammable oil.
* PoisonousPerson: The scalathrax's bite is venomous, andmimicry.
* TentacleRope: A graul's lower tentacleit can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate arounddisgorge a natural source gout of light which they normally ignore, since this is often a sign of a graul's hunting ground.toxic oil from its mouth.
* PoisonousPerson: The scalathrax's bite is venomous, and
* TentacleRope: A graul's lower tentacle
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around
Changed line(s) 948,953 (click to see context) from:
[[folder:Heikegani]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
Changed line(s) 955 (click to see context) from:
* WasOnceAMan: When a samurai becomes so obsessed with purpose that they cannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body of a crustacean and mutates it to serve as their new host. The soul of a heikegani has very few memories from life, but retains its single-minded sense of purpose and honour.
to:
* WasOnceAMan: When a samurai becomes so obsessed with purpose that they cannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body of a crustacean and mutates it to serve as CannibalismSuperpower: Shanrigol behemoths often gain abilities from their new host. The soul constituent creatures as they incorporate pieces of these creatures.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with aheikegani has very few memories mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
* RubberMan: A shanrigol can separate its flesh fromlife, but retains its single-minded sense of purpose and honour.bones to fit through small spaces.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with a
* RubberMan: A shanrigol can separate its flesh from
Changed line(s) 958,962 (click to see context) from:
[[folder:Karumzek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
Changed line(s) 964,965 (click to see context) from:
* GiantSpider: A karumzek is a spider that stands about 5 feet tall and weighs around 200 pounds.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
to:
* BioweaponBeast: Alaznist created the shriezyx to be living weapons and guardian monsters, and they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others into the present day.
* GiantSpider:A karumzek is They resemble monstrous spiders three feet in height. Queens can reach a spider solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx thatstands about 5 feet tall direct and weighs around 200 pounds.
control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
*{{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.SpiderSwarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
* GiantSpider:
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx that
*
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
Changed line(s) 968 (click to see context) from:
[[folder:Living Cave Painting]]
to:
Changed line(s) 970 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralChaoticEvil
Deleted line(s) 972,973 (click to see context) :
Ancient guardians that haunt the dark places of the earth, hidden among the art of the most ancient peoples.
Changed line(s) 975 (click to see context) from:
* LivingDrawing: Living cave paintings are prehistoric works of art animated by strange magic.
to:
* LivingDrawing: Living cave paintings are prehistoric works HumanDisguise: A snowdrifter can take the form of art animated by strange magic.a person or animal to lure out its prey into the cold and dark.
Changed line(s) 978,984 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Changed line(s) 986,1011 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
to:
* BecomeARealBoy: Mimics that encounter humans enough will find {{Cyclops}}: At the heart of each swimming eye is a disturbingly human-looking eyeball.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselvesgripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure by rupturing their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take theouter shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long agomembranes, splattering an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinatedenemy with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.gruesome vitreous fluid.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 1014 (click to see context) from:
[[folder:Otyugh]]
to:
Changed line(s) 1017,1019 (click to see context) from:
->'''Size:''' Large
Creatures that revel in their role as scavenger and garbage disposal.
Creatures that revel in their role as scavenger and garbage disposal.
to:
->'''Size:''' Large
CreaturesMedium
Tentacled ambush predators thatrevel in their role as scavenger and garbage disposal.rely on potent venom to bring down prey.
Creatures
Tentacled ambush predators that
Changed line(s) 1021,1022 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
* ArchEnemy: Ofalths' domains typically overlap CombatTentacles: One of the tentamort's long tentacles is covered with those tiny, sticky nodules and is capable of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, constricting prey, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughsthe other ends in a long, thin stinger. The tentamort grabs its sewers as prey with its constricting tentacle and stings the grappled target with the other.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into aliving waste disposal system.rancid slurry the tentamort can then drink with the same stinger.
* MundaneUtility: More than one city keeps otyughs
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a
Changed line(s) 1025,1028 (click to see context) from:
[[folder:Scalathrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
to:
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
The spawn of Ghlaunder, incubated in the body of a willing follower for anywhere between days and decades.
Their stats can be found in ''Bestiary 5'', ''Feast of Ravenmoor'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightspawn/ here]].
Changed line(s) 1031,1032 (click to see context) from:
* MadeOfIncendium: A scalathrax constantly sweats a slick, glistening, flammable oil.
* PoisonousPerson: The scalathrax's bite is venomous, and it can disgorge a gout of toxic oil from its mouth.
* PoisonousPerson: The scalathrax's bite is venomous, and it can disgorge a gout of toxic oil from its mouth.
to:
* MadeOfIncendium: A scalathrax constantly sweats a slick, glistening, flammable oil.
* PoisonousPerson:MosquitoMiscreants: The scalathrax's bite blightspawn is venomous, and it can disgorge a gout of toxic oil from its mouth.an evil, human-sized, mosquito-like creature which serves Ghlaunder.
* PoisonousPerson:
Changed line(s) 1035,1038 (click to see context) from:
[[folder:Shanrigol]]
->'''Level:''' 4 (heap), 9 (behemoth)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (heap), Gargantuan (behemoth)
->'''Level:''' 4 (heap), 9 (behemoth)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (heap), Gargantuan (behemoth)
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
Changed line(s) 1040,1042 (click to see context) from:
* CannibalismSuperpower: Shanrigol behemoths often gain abilities from their constituent creatures as they incorporate pieces of these creatures.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with a mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
* RubberMan: A shanrigol can separate its flesh from its bones to fit through small spaces.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with a mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
* RubberMan: A shanrigol can separate its flesh from its bones to fit through small spaces.
to:
* CannibalismSuperpower: Shanrigol behemoths often gain abilities from their constituent creatures as they incorporate pieces of these creatures.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped togetherCombatTentacles: The bogwid attacks with a mixture two undulating tentacles, the bottoms of alchemical compounds or odious energy which are lined with ragged, bony ridges that can quicken tear into an undead shanrigol.
exposed flesh.
*RubberMan: WeaponizedOffspring: A shanrigol bogwid can separate launch one of the offspring clinging to its flesh from its bones back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to fit through small spaces.the target and begins draining blood.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together
*
Changed line(s) 1045,1052 (click to see context) from:
[[folder:Shriezyx]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG]]
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:''' 4 (normal), 8 (queen)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (normal), Large (queen)
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG]]
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:''' 4 (normal), 8 (queen)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (normal), Large (queen)
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG]]
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Living weapons created by ancient wizards,
Adaptive telepathic natives of Bretheda, the
Changed line(s) 1054,1058 (click to see context) from:
* BioweaponBeast: Alaznist created the shriezyx to be living weapons and guardian monsters, and they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others into the present day.
* GiantSpider: They resemble monstrous spiders three feet in height. Queens can reach a solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx that direct and control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
* SpiderSwarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
* GiantSpider: They resemble monstrous spiders three feet in height. Queens can reach a solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx that direct and control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
* SpiderSwarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
to:
* BioweaponBeast: Alaznist created the shriezyx to be living weapons and guardian monsters, and AdaptiveAbility: Brethedans can adapt their bodies at will, gaining more powerful options as they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others mature.
* FusionDance: They can combine intothe present day.
larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
*GiantSpider: LivingGasbag: They vaguely resemble monstrous spiders three feet in height. Queens can reach something like a solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyxgiant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that direct and control their lesser kin like generals. In this case, even allow them to float through the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest endless skies of their kind.
gas giant homeworld.
*SpiderSwarm: Shriezyx live NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in largehives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plannumbers to exploit their fear of fire.form enormous, hyper-intelligent shared consciousness.
* FusionDance: They can combine into
*
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx
*
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan
Changed line(s) 1061,1064 (click to see context) from:
[[folder:Snowdrifter]]
->'''Level:''' 4
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
->'''Level:''' 4
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Blood-sucking predators who lurk in slow moving waterways and muddy lake shores.
Changed line(s) 1066 (click to see context) from:
* HumanDisguise: A snowdrifter can take the form of a person or animal to lure out its prey into the cold and dark.
to:
* HumanDisguise: A snowdrifter can take BellyMouth: The underside of the form cuero features a large circular maw of a person or animal to lure out its prey into the cold and dark.fangs.
Changed line(s) 1069,1072 (click to see context) from:
[[folder:Swimming Eye Swarm]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Bizarre extraterrestrial travelers who wage war against alghollthu, mi-go, the Dominion of the Black, and cults of the Outer Gods.
Changed line(s) 1074,1075 (click to see context) from:
* {{Cyclops}}: At the heart of each swimming eye is a disturbingly human-looking eyeball.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves by rupturing their outer membranes, splattering an enemy with gruesome vitreous fluid.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves by rupturing their outer membranes, splattering an enemy with gruesome vitreous fluid.
to:
* {{Cyclops}}: At the heart of each swimming eye is a disturbingly human-looking eyeball.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrificeFantasticRacism: Elder things often see themselves by rupturing their outer membranes, splattering an enemy as the most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial in nature, withgruesome vitreous fluid.five wings, five tentacle-like arms and five eyestalks.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice
* StarfishAliens: Their bodies are radial in nature, with
Changed line(s) 1078,1080 (click to see context) from:
[[folder:Tentamort]]
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1083 (click to see context) from:
Tentacled ambush predators that rely on potent venom to bring down prey.
to:
Changed line(s) 1085,1086 (click to see context) from:
* CombatTentacles: One of the tentamort's long tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort grabs its prey with its constricting tentacle and stings the grappled target with the other.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.
to:
* CombatTentacles: One of the tentamort's long tentacles MoreTeethThanTheOsmondFamily: The fachen's mouth is covered a snarling and snapping thing filled with tiny, sticky nodules and is capable two full rows of constricting prey, while the long, sharp teeth.
* ToServeMan: Fachens prefer humanoid flesh over all otherends in a long, thin stinger. The tentamort grabs its prey with its constricting tentacle food, and stings the grappled target with the other.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs intowill pass by a rancid slurry the tentamort can then drink with the same stinger.pasture full of cattle to hunt a single humanoid.
* ToServeMan: Fachens prefer humanoid flesh over all other
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into
Changed line(s) 1089,1091 (click to see context) from:
!!Level 5
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png]]
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png]]
to:
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png]]
->'''Level:''' 5 (bounder), 6 (spawn swarm), 8 (gibtanius)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small (bounder), Large (spawn swarm, gibtanius)
----
* AcidAttack: A gibtanius can attack by vomiting a stream of acid.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.
[[/folder]]
[[folder:Scrapborn]]
Changed line(s) 1093 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilNeutralEvil
Deleted line(s) 1095,1098 (click to see context) :
The spawn of Ghlaunder, incubated in the body of a willing follower for anywhere between days and decades.
Their stats can be found in ''Bestiary 5'', ''Feast of Ravenmoor'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightspawn/ here]].
Changed line(s) 1100 (click to see context) from:
* MosquitoMiscreants: The blightspawn is an evil, human-sized, mosquito-like creature which serves Ghlaunder.
to:
* MosquitoMiscreants: The blightspawn is ImprovisedArmour: Scrapborn secrete an evil, human-sized, mosquito-like creature which serves Ghlaunder.adhesive that allows them to gather up debris and attach it to their bodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
Changed line(s) 1103,1108 (click to see context) from:
[[folder:Bogwid]]
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
to:
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
Scavengers from the Outer Rifts who feed from battlefields and mass graves.
Changed line(s) 1110,1111 (click to see context) from:
* CombatTentacles: The bogwid attacks with two undulating tentacles, the bottoms of which are lined with ragged, bony ridges that can tear into exposed flesh.
* WeaponizedOffspring: A bogwid can launch one of the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood.
* WeaponizedOffspring: A bogwid can launch one of the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood.
to:
* CombatTentacles: The bogwid attacks with two undulating tentacles, EatenAlive: Grimslakes take particular delight in the bottoms sound of which are lined with ragged, bony ridges that can tear into exposed flesh.
screams as they feed.
*WeaponizedOffspring: A bogwid can launch one of FoodChainOfEvil: On the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood.Outer Rifts, grimslakes often hunt lesser demons.
*
Changed line(s) 1114,1119 (click to see context) from:
[[folder:Brethedan]]
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Adaptive telepathic natives
Wormlike hunters of
Changed line(s) 1121,1125 (click to see context) from:
* AdaptiveAbility: Brethedans can adapt their bodies at will, gaining more powerful options as they mature.
* FusionDance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
* FusionDance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
to:
* AdaptiveAbility: Brethedans can adapt their bodies at will, gaining more powerful options as they mature.
* FusionDance: They can combineTooManyMouths: The head of a rorkoun branches into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no onefour mouthparts set on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.throat-like stalks.
* FusionDance: They can combine
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
Changed line(s) 1128,1130 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1133 (click to see context) from:
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
to:
Changed line(s) 1135 (click to see context) from:
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* BrownNote: Cloakers have AbstractEater: Of sanity; they eat the ability rational thoughts of others, driving them insane with unleashed hallucinations (though it is possible to emit an infrasonic moan which unnerves anything that hears it.recover).
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
Changed line(s) 1138,1139 (click to see context) from:
[[folder:Cuero]]
->'''Level:''' 5
->'''Level:''' 5
to:
->'''Level:'''
Deleted line(s) 1142,1143 (click to see context) :
Blood-sucking predators who lurk in slow moving waterways and muddy lake shores.
Changed line(s) 1145 (click to see context) from:
* BellyMouth: The underside of the cuero features a large circular maw of fangs.
to:
* BellyMouth: The underside of the cuero features a FlyingSeafoodSpecial: Skrik nettles are bizarre-looking flying creatures that resemble large circular maw of fangs.jellyfishes.
* IFellForHours: Skrik nettles inject prey with a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.
* IFellForHours: Skrik nettles inject prey with a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.
Changed line(s) 1148,1150 (click to see context) from:
[[folder:Elder Thing]]
->'''Level:''' 5
->'''Alignment:''' LawfulNeutral
->'''Level:''' 5
->'''Alignment:''' LawfulNeutral
to:
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1152,1153 (click to see context) :
Bizarre extraterrestrial travelers who wage war against alghollthu, mi-go, the Dominion of the Black, and cults of the Outer Gods.
Changed line(s) 1155,1156 (click to see context) from:
* FantasticRacism: Elder things often see themselves as the most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
to:
* FantasticRacism: Elder things often see HumanDisguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements and telepathically send back information to their masters.
* KillAndReplace: Slime puppeteers disguise themselves asthe most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial in nature,humanoids. They envelop their target, killing it, then merge their own skin with five wings, five tentacle-like arms and five eyestalks.that of the victim. The puppeteer's form replaces the skin of the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
* KillAndReplace: Slime puppeteers disguise themselves as
* StarfishAliens: Their bodies are radial in nature,
Changed line(s) 1159,1164 (click to see context) from:
[[folder:Fachen]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered
Hunters of the void that feed on
Changed line(s) 1166,1167 (click to see context) from:
* MoreTeethThanTheOsmondFamily: The fachen's mouth is a snarling and snapping thing filled with two full rows of long, sharp teeth.
* ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.
* ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.
to:
* MoreTeethThanTheOsmondFamily: The fachen's mouth is a snarling TheAgeless: Star vampires are biologically immortal and snapping thing filled live forever until killed.
* CombatTentacles: A star vampire can lacerate enemies withtwo full rows of long, sharp teeth.
three tentacles tipped with talons.
*ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
* CombatTentacles: A star vampire can lacerate enemies with
*
Changed line(s) 1170,1175 (click to see context) from:
[[folder:Gibbering Mouther]]
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Screaming masses of misshapen flesh who drive others mad
Aberrations with
Changed line(s) 1177,1180 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: EyeBeams: A gibbering mouther telgrodradt can emit fire a stream sickly purple beam of acidic spittle.
negative energy from its eyes.
*BlobMonster: It's a seething, constantly shifting blob studded FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with toothy maws and staring eyeballs.
negative energy.
*ExtraEyes: A gibbering mouther is covered {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.24 hours as mindless undead.
*
*
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 1183,1186 (click to see context) from:
[[folder:Gibtas]]
->'''Level:''' 5 (bounder), 6 (spawn swarm), 8 (gibtanius)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small (bounder), Large (spawn swarm, gibtanius)
->'''Level:''' 5 (bounder), 6 (spawn swarm), 8 (gibtanius)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small (bounder), Large (spawn swarm, gibtanius)
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures from the Dreamlands that feed on undead flesh.
Changed line(s) 1188,1190 (click to see context) from:
* AcidAttack: A gibtanius can attack by vomiting a stream of acid.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.
to:
* AcidAttack: EyelessFace: A gibtanius can attack by vomiting a stream of acid.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous blackwamp lacks eyes and two powerful, gangly legs.'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous black
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
Changed line(s) 1193,1195 (click to see context) from:
[[folder:Scrapborn]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
to:
->'''Level:'''
->'''Alignment:''' NeutralEvil
Changed line(s) 1198,1199 (click to see context) from:
* ImprovisedArmour: Scrapborn secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
to:
* ImprovisedArmour: Scrapborn secrete an adhesive that allows them ChestBurster: Zecuis can only grow to gather up debris and attach adulthood within a host creature, usually a humanoid or larger animal. When the larva matures, it to kills the host before the adult zecui emerges from the corpse.
* ImAHumanitarian: During lean times, zecui adults sate theirbodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suithunger by the hosts of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through own larvae.
* PuppeteerParasite: Once acity or castle.zecui larva has gestated long enough, it can take control of its host.
* ImAHumanitarian: During lean times, zecui adults sate their
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit
* PuppeteerParasite: Once a
Changed line(s) 1202,1209 (click to see context) from:
!!Level 6
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Scavengers from the Outer Rifts who feed from battlefields and mass graves.
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Scavengers from the Outer Rifts who feed from battlefields and mass graves.
to:
!!Level 6
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
7
[[folder:Aatheriexa]]
->'''Level:'''6
7
->'''Alignment:'''ChaoticEvil
NeutralEvil
->'''Size:'''Large
Scavengers fromMedium
Once a race of conquerors and slavers, theOuter Rifts destruction of their homeworld has reduced the aatheriexa to wanderers who feed from battlefields and mass graves.take out their hatred on anyone who crosses their path.
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
[[folder:Aatheriexa]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Scavengers from
Once a race of conquerors and slavers, the
Changed line(s) 1211,1212 (click to see context) from:
* EatenAlive: Grimslakes take particular delight in the sound of screams as they feed.
* FoodChainOfEvil: On the Outer Rifts, grimslakes often hunt lesser demons.
* FoodChainOfEvil: On the Outer Rifts, grimslakes often hunt lesser demons.
to:
* EatenAlive: Grimslakes take particular delight in ExtraEyes: An aatheriexa has an eye at the sound end of screams as they feed.
every of its innumerable tentacles.
*FoodChainOfEvil: On PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the Outer Rifts, grimslakes often hunt lesser demons.bone.
*
Changed line(s) 1215,1220 (click to see context) from:
[[folder:Rorkoun]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Wormlike hunters of waterways.
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Wormlike hunters of waterways.
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Wormlike hunters
Creatures resembling a hybrid of
Changed line(s) 1222 (click to see context) from:
* TooManyMouths: The head of a rorkoun branches into four mouthparts set on throat-like stalks.
to:
* TooManyMouths: The head FaunsAndSatyrs: Capramaces are apparently the result of a rorkoun branches into four mouthparts set on throat-like stalks.some magical combination between human and goat.
Changed line(s) 1225,1228 (click to see context) from:
[[folder:Seugathi]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
->'''Level:''' 6 (normal), 8 (savant)
->'''Alignment:''' ChaoticEvil
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
->'''Level:''' 6 (normal), 8 (savant)
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:250:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1231 (click to see context) from:
Spawned servants of neothelids who follow their orders without hesitation.
to:
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
Changed line(s) 1233,1238 (click to see context) from:
* AbstractEater: Of sanity; they eat the rational thoughts of others, driving them insane with unleashed hallucinations (though it is possible to recover).
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
to:
* AbstractEater: Of sanity; they eat the rational thoughts of others, driving them insane ThatsNoMoon: When lying motionless with unleashed hallucinations (though it is possible to recover).
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn farits mouth open, a geomaw looks like no more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.natural crystal formation.
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
Changed line(s) 1241,1244 (click to see context) from:
[[folder:Skrik Nettle]]
->'''Level:''' 6
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
->'''Level:''' 6
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
Changed line(s) 1246,1247 (click to see context) from:
* FlyingSeafoodSpecial: Skrik nettles are bizarre-looking flying creatures that resemble large jellyfishes.
* IFellForHours: Skrik nettles inject prey with a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.
* IFellForHours: Skrik nettles inject prey with a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.
to:
* FlyingSeafoodSpecial: Skrik nettles are bizarre-looking flying AboveGoodAndEvil: They don't care about morality or emotions, just that fate comes to pass regardless of the repercussions for other creatures or even themselves.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses thatresemble large jellyfishes.
make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
*IFellForHours: Skrik nettles inject prey ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magicalpoison that amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the victim mothman to float helplessly up into be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember thesky. When words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against theprey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.elements do nothing against it.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that
*
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember the
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the
Changed line(s) 1250,1252 (click to see context) from:
[[folder:Slime Puppeteer (Ungothol)]]
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:'''
->'''Alignment:'''
Narriks are living alchemical laboratories that naturally produce a cocktail of potent venom and hallucinogenic pheromones, as well as a sticky saliva in which they trap their victims. They stalk the lightless tunnels leading between Darklands and the surface, preying on sentient beings.
Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Narrik here]].
Changed line(s) 1255,1256 (click to see context) from:
* HumanDisguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements and telepathically send back information to their masters.
* KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin with that of the victim. The puppeteer's form replaces the skin of the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
* KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin with that of the victim. The puppeteer's form replaces the skin of the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
to:
* HumanDisguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements and telepathically send back information to their masters.
* KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skinDefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with that of the victim. The puppeteer's form replaces the skin corpse exploding, spraying nearby creatures with narrik venom.
* ExtraEyes: A narrik has a cluster ofthe corpse, while long, wiry tendrils implant themselves in the nervous system. The result eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce anearly-perfect copy cocktail of the dead creature, now controlled from within by the slime puppeteer.potent venom and hallucinogenic pheromones.
* KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin
* ExtraEyes: A narrik has a cluster of
* PoisonousPerson: A narrik naturally produce a
Changed line(s) 1259,1260 (click to see context) from:
[[folder:Star Vampire]]
->'''Level:''' 6
->'''Level:''' 6
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:'''
Changed line(s) 1262,1264 (click to see context) from:
->'''Size:''' Large
Hunters of the void that feed on blood.
Hunters of the void that feed on blood.
to:
->'''Size:''' Large
HuntersDiminutive
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience thevoid that feed on blood.wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
Hunters
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
Changed line(s) 1266,1268 (click to see context) from:
* TheAgeless: Star vampires are biologically immortal and live forever until killed.
* CombatTentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
* CombatTentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
to:
* TheAgeless: Star vampires are biologically immortal EyeScream: An occulari can burrow tendrils into a victim's eyes, plucking them out, blinding the creature, and live forever until killed.
inserting two of its own eyes in their place.
*CombatTentacles: A star vampire can lacerate enemies {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes withthree tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, butits own, an occulari can be seen when they start feeding on blood.see through these new eyes at will.
*
* SeeingThroughAnothersEyes: After replacing a victim's eyes with
* InvisibleMonsters: Star vampires are naturally invisible, but
Changed line(s) 1271,1273 (click to see context) from:
[[folder:Telgrodradt]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
->'''Level:''' 6
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
->'''Level:''' 6
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
[[folder:Azgenzak]]
->'''Level:'''
Changed line(s) 1277 (click to see context) from:
Aberrations with an innate connection to necromantic energies.
to:
Changed line(s) 1279,1281 (click to see context) from:
* EyeBeams: A telgrodradt can fire a sickly purple beam of negative energy from its eyes.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
to:
* EyeBeams: A telgrodradt BlobMonster: An azgenzak is an undulating, amorphous sac that can fire a sickly purple beam of negative energy from its eyes.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of bloodpass over, around and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
between obstacles that might block a more solid creature.
*{{Necromancer}}: Any CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creaturethat dies from fails its save against the disease a telgrodradt transmits rises in 24 hours as mindless undead.distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood
*
* EyeScream: When an azgenzak confirms a critical hit or a creature
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
Changed line(s) 1284,1289 (click to see context) from:
[[folder:Wamp]]
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Creatures from the Dreamlands that feed on undead flesh.
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Creatures from the Dreamlands that feed on undead flesh.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures from the Dreamlands that feed on undead flesh.
Changed line(s) 1291,1292 (click to see context) from:
* EyelessFace: A wamp lacks eyes and 'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
to:
* EyelessFace: DepartureMeansDeath: Created by the magic of the Ghantibhu Pits beneath the Open Bridge, bhanyadas taken away from that region quickly decay into a repulsive slurry.
* ExtraEyes: Awamp lacks bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and 'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwellgive information so the entire amalgamation can move in graveyards, where they could easily hunt their preferred food: undead creatures.unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
* ExtraEyes: A
* FoodChainOfEvil: Wamps dwell
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
Changed line(s) 1295,1297 (click to see context) from:
[[folder:Zecui]]
->'''Level:''' 6
->'''Size:''' Medium
->'''Level:''' 6
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:''' NeutralEvil
->'''Size:'''
Changed line(s) 1299,1301 (click to see context) from:
* ChestBurster: Zecuis can only grow to adulthood within a host creature, usually a humanoid or larger animal. When the larva matures, it kills the host before the adult zecui emerges from the corpse.
* ImAHumanitarian: During lean times, zecui adults sate their hunger by the hosts of their own larvae.
* PuppeteerParasite: Once a zecui larva has gestated long enough, it can take control of its host.
* ImAHumanitarian: During lean times, zecui adults sate their hunger by the hosts of their own larvae.
* PuppeteerParasite: Once a zecui larva has gestated long enough, it can take control of its host.
to:
* ChestBurster: Zecuis BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite canonly grow to adulthood within a host creature, usually a humanoid or larger animal. When the larva matures, it kills the host before the adult zecui emerges drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the corpse.
details incorrectly.
*ImAHumanitarian: During lean times, zecui adults sate their hunger by SmashedEggsHatching: If a chelarac takes damage that causes one of the hosts of their own larvae.
* PuppeteerParasite: Once a zecui larva has gestated long enough, it can take control ofblisters on its host.abdomen to pop, a chelarac broodling is released.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can
*
* PuppeteerParasite: Once a zecui larva has gestated long enough, it can take control of
Changed line(s) 1304,1307 (click to see context) from:
!!Level 7
[[folder:Aatheriexa]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
[[folder:Aatheriexa]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
to:
[[folder:Aatheriexa]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1310 (click to see context) from:
Once a race of conquerors and slavers, the destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
to:
Changed line(s) 1312,1313 (click to see context) from:
* ExtraEyes: An aatheriexa has an eye at the end of every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
to:
* ExtraEyes: An aatheriexa has an eye at the end of every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxinTheAgeless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that causes flesh it's hard to slough off tell.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in thebone.most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
Changed line(s) 1316,1318 (click to see context) from:
[[folder:Capramace]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:'''
Changed line(s) 1322 (click to see context) from:
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
to:
Changed line(s) 1324 (click to see context) from:
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
to:
* FaunsAndSatyrs: Capramaces are apparently the result TurnsRed: When a Liavaran dreamer is reduced to half of some magical combination between human its total hit points or less, it angrily awakens from its normal somnambulant state and goat.enters an atavistic fury.
Changed line(s) 1327,1333 (click to see context) from:
[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
to:
[[quoteright:350:https://static.
[[quoteright:250:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
Changed line(s) 1335,1339 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims AnimateBodyParts: Fleshforged conformers are typically eaten while alive capable of attaching and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-likedetaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures as large as or larger than a human.
and harvest biological material.
*TheParalyzer: They inject paralytic venom through VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eatingbody into a desired form, which helps them alive infiltrate Nexian society to better understand the arcane principles and taking time before each kill to insult and torment occult secrets behind their victims creation. Some assume the guises of humans and talk at some length about how they will enjoy devouring them.
animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
*ToServeMan: Chuuls prefer the flesh of DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar aberrations as bodyguards or morlocks.peons.
* GiantEnemyCrab: Chuuls are crustacean-like
*
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
*
Changed line(s) 1342,1350 (click to see context) from:
[[folder:Geomaw]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Birthed from the unfathomable terrors
Natives of the
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
Changed line(s) 1352 (click to see context) from:
* ThatsNoMoon: When lying motionless with its mouth open, a geomaw looks like no more than a natural crystal formation.
to:
* ThatsNoMoon: AbstractEater: Horlas feed on the hopes and dreams of humanoids, leaving the host wracked with ennui.
* {{Sleepwalking}}: Whenlying motionless with its mouth open, a geomaw looks like no more than horla dominates a natural crystal formation.sleeping creature, it can cause the creature to wake and obey it. If the creature is allowed to return to sleep before this duration expires, it forgets all activities it performed during that time.
* {{Sleepwalking}}: When
Changed line(s) 1355,1361 (click to see context) from:
[[folder:Mothman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:''' 7 (normal), 12 (elder)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium (normal), Large (elder)
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:''' 7 (normal), 12 (elder)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium (normal), Large (elder)
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Mysterious and eerie beings that have some tie to
Denizens of the
Changed line(s) 1363,1398 (click to see context) from:
* AboveGoodAndEvil: They don't care about morality or emotions, just that fate comes to pass regardless of the repercussions for other creatures or even themselves.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
to:
* AboveGoodAndEvil: They don't care about morality or emotions, just that fate comes LuringInPrey: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to pass regardless of approach them by the repercussions for other creatures or even themselves.
* AbstractEater: Some claim they derive sustenance from sufferingsafest and pain, but there's no real evidence to support this.
most direct path.
*BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries ofTheVirus: An iku-turso's bite inflicts a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, theirsupernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze,disease called tursas, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it andcauses the mothman victim's skin to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time,grow painfully scaly, causes strange hallucinations, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remembereventually transforms the words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders havevictim into an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.iku-turso.
* AbstractEater: Some claim they derive sustenance from suffering
*
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze,
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and
* TheSpook: They only rarely reveal themselves to more than one person at a time,
* TheVoiceless: Some say they never speak, while others say they do but can never remember
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have
Changed line(s) 1401,1404 (click to see context) from:
[[folder:Narrik]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1406,1409 (click to see context) :
Narriks are living alchemical laboratories that naturally produce a cocktail of potent venom and hallucinogenic pheromones, as well as a sticky saliva in which they trap their victims. They stalk the lightless tunnels leading between Darklands and the surface, preying on sentient beings.
Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Narrik here]].
Changed line(s) 1411,1413 (click to see context) from:
* DefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
* ExtraEyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom and hallucinogenic pheromones.
* ExtraEyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom and hallucinogenic pheromones.
to:
* DefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
* ExtraEyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venomToServeMan: K'nonna are much less interested in talking than eating, and hallucinogenic pheromones.humanoids are their preferred food.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.
* ExtraEyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.
Changed line(s) 1416,1424 (click to see context) from:
[[folder:Occulari]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
->'''Size:''' Diminutive
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
->'''Size:''' Diminutive
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
Changed line(s) 1426,1428 (click to see context) from:
* EyeScream: An occulari can burrow tendrils into a victim's eyes, plucking them out, blinding the creature, and inserting two of its own eyes in their place.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.
to:
* EyeScream: An occulari SuperPersistentPredator: Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can burrow tendrils into a victim's eyes, plucking them out, blinding do to stop it.
* VampiricDraining: Muckish creeps feed on thecreature, blood of the living, and inserting two of its own eyes in use this blood to keep their place.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.own forms moist and malleable.
* VampiricDraining: Muckish creeps feed on the
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.
Changed line(s) 1430,1431 (click to see context) from:
!!Level 8
[[folder:Azgenzak]]
[[folder:Azgenzak]]
to:
[[folder:Azgenzak]]
[[folder:Weaverworm]]
Changed line(s) 1434,1436 (click to see context) from:
->'''Size:''' Large
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.
to:
->'''Size:''' Large
Imagine a sea cucumber, except it turns itself entirely inside out insteadHuge
Children ofjust venting its guts. And also its inside are all on fire. Now you've got a pretty good idea Urgathoa who combine the features of what a azgenzak is.worms, insects, and people.
Imagine a sea cucumber, except it turns itself entirely inside out instead
Children of
Changed line(s) 1438,1441 (click to see context) from:
* BlobMonster: An azgenzak is an undulating, amorphous sac that can pass over, around and between obstacles that might block a more solid creature.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
to:
* BlobMonster: An azgenzak is an undulating, amorphous sac that can pass over, around and between obstacles that might block a more solid creature.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against{{Cult}}: They occasionally install themselves as the distraction attack embodiments of its swarming pyrocules, the azgenzak attempts various gods or demons. Ettercaps in particular tend to pluck out one get swept up into their circle of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.worship due to their shared connection to spiders.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
Changed line(s) 1444,1446 (click to see context) from:
[[folder:Bhanyada]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
->'''Level:''' 8 (scavenger), 11 (swarm), 12 (behemoth)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
->'''Level:''' 8 (scavenger), 11 (swarm), 12 (behemoth)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
[[folder:Blood Painter]]
->'''Level:'''
Changed line(s) 1448 (click to see context) from:
->'''Size:''' Small (scavenger), Large (swarm), Huge (behemoth)
to:
->'''Size:''' Small (scavenger), Large (swarm), Huge (behemoth)Large
Changed line(s) 1450,1452 (click to see context) from:
* DepartureMeansDeath: Created by the magic of the Ghantibhu Pits beneath the Open Bridge, bhanyadas taken away from that region quickly decay into a repulsive slurry.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
to:
* DepartureMeansDeath: Created by the magic of the Ghantibhu Pits beneath the Open Bridge, bhanyadas taken away from that region quickly decay into a repulsive slurry.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrainWickedCultured: Exceptional art endlessly fascinates blood painters, and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.skilled dancers and painters occasionally create a new work to trade for their lives. Blood painters jealously guard these works, and also periodically steal masterpieces.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
Changed line(s) 1455,1458 (click to see context) from:
[[folder:Chelarac]]
->'''Level:''' 8 (adult), 2 (broodling)
->'''Alignment:''' NeutralEvil
->'''Size:''' Large (adult), Small (broodling)
->'''Level:''' 8 (adult), 2 (broodling)
->'''Alignment:''' NeutralEvil
->'''Size:''' Large (adult), Small (broodling)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 1460,1463 (click to see context) from:
* BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.
to:
* BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creatureFiendishFish: Dhuthorexes are strange shark-like creatures that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall someswim in sunless seas of the details incorrectly.
Darklands.
*SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pop, a chelarac broodling is released.pursue.
* GiantSpider: The chelarac is a spider-like creature
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some
*
Changed line(s) 1466,1468 (click to see context) from:
[[folder:Destrachan]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1471 (click to see context) from:
Sadistic monsters with a potent sonic attack.
to:
Changed line(s) 1473,1478 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz:CombatTentacles: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing themartery-like limbs they move on double as {{Magnificent Bastard}}s, but actively encouraged.
bludgeoning weapons.
*SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].MeaningfulName: It means "wrongful birth."
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz:
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them
*
Changed line(s) 1481,1483 (click to see context) from:
[[folder:Dimensional Shambler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
->'''Level:''' 8
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
->'''Level:''' 8
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
Changed line(s) 1485,1487 (click to see context) from:
->'''Size:''' Medium
Planar wanderers driven to explore the Great Beyond.
Planar wanderers driven to explore the Great Beyond.
to:
->'''Size:''' Medium
Planar wanderers driven to exploreLarge
The larger cousins of theGreat Beyond.faceless stalkers, capable of transforming into larger creatures such as giants.
Planar wanderers driven to explore
The larger cousins of the
Changed line(s) 1489,1500 (click to see context) from:
* TheAgeless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
to:
* TheAgeless: Don't seem to age given TheBlank: In its natural form, a faceless hulk has no discernible facial features.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In theirwillingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted,natural forms, they have no special ability three hollow tongues, which they use to survive in other planes. They make up for it with an instinctive knowledge penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of theplanes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for same size. Performing this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shamblertransformation is somewhat painful, but the faceless hulk can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.maintain its new shape indefinitely.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted,
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
Changed line(s) 1503,1505 (click to see context) from:
[[folder:Liavaran Dreamer]]
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1507,1508 (click to see context) :
Feral relatives of the brethedans that are innately tied to magical ley lines.
Changed line(s) 1510 (click to see context) from:
* TurnsRed: When a Liavaran dreamer is reduced to half of its total hit points or less, it angrily awakens from its normal somnambulant state and enters an atavistic fury.
to:
* TurnsRed: When a Liavaran dreamer BodyOfBodies: A galvo is reduced made up of dozens of electric eels, transmogrified into one cooperative, electrified body. The galvo can disperse into a swarm of eels to half do things it's incapable of its total hit points or less, it angrily awakens from in its normal somnambulant state and enters an atavistic fury.form.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
Changed line(s) 1513,1516 (click to see context) from:
[[folder:Fleshforged Conformer]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
->'''Level:''' 8
->'''Alignment:''' ChaoticNeutral
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
->'''Level:''' 8
->'''Alignment:''' ChaoticNeutral
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1519,1528 (click to see context) from:
* AnimateBodyParts: Fleshforged conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material.
* VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their body into a desired form, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
* VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their body into a desired form, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
to:
* AnimateBodyParts: Fleshforged conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material.
AsteroidsMonster: When a spawning canker has drained enough life force, it bursts apart into several slugspawn.
*VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their body BrainFood: When a slugspawn matures into a desired form, which helps them infiltrate Nexian society to better understand spawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle thearcane principles dead body of its host, taking control of muscles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.organs.
*
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
Changed line(s) 1531,1536 (click to see context) from:
[[folder:Horla]]
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Natives of the Ethereal Plane who feed on hope.
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Natives of the Ethereal Plane who feed on hope.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Natives of the Ethereal Plane who feed on hope.
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
Changed line(s) 1538,1539 (click to see context) from:
* AbstractEater: Horlas feed on the hopes and dreams of humanoids, leaving the host wracked with ennui.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the creature to wake and obey it. If the creature is allowed to return to sleep before this duration expires, it forgets all activities it performed during that time.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the creature to wake and obey it. If the creature is allowed to return to sleep before this duration expires, it forgets all activities it performed during that time.
to:
* AbstractEater: Horlas feed on the hopes and dreams of humanoids, leaving the host wracked BodySnatcher: Their most iconic ability -- they can swap minds with ennui.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause theany creature to wake across space and obey it. If the creature is allowed time, and tend to return to sleep before so on a species-wide scale whenever facing extinction. Of course this duration expires, it forgets all activities it performed during leaves the minds of an entire species lost, confused and doomed, but the yithians find this an acceptable sacrifice for their own survival.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one thattime.ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that
Changed line(s) 1542,1547 (click to see context) from:
[[folder:Iku-Turso]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Denizens of the deep sea who view disease as sacred.
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Denizens of the deep sea who view disease as sacred.
to:
[[folder:Egregore]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Denizens
Servitors created by psionic cults as avatars of
Changed line(s) 1549,1550 (click to see context) from:
* LuringInPrey: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to approach them by the safest and most direct path.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.
to:
* LuringInPrey: BrainMonster: An iku-turso can call forth egregore typically looks like a few small points clump of light. Creatures brains wrapped in arcs of light pulses and throbs. These brains aren't constructed like human brains, and seem to take this form only because of the conceptual link they represent.
* CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, whichsee can become solid and lash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group canbe compelled pool its collective will together to approach them by the safest and most direct path.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim intocreate an iku-turso.egregore.
* CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, which
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into
Changed line(s) 1553,1556 (click to see context) from:
[[folder:K'nonna]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monstrous giants who live in caverns deep in the Darklands.
Changed line(s) 1558,1559 (click to see context) from:
* ToServeMan: K'nonna are much less interested in talking than eating, and humanoids are their preferred food.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.
to:
* ToServeMan: K'nonna EatDirtCheap: Gugs can eat rocks and draw sustenance from them, although they aren't ideal food and only consumed as a last resort in the absence of meat.
* KingMook: Gug savants, who aremuch less interested in talking than eating, and humanoids are especially blessed by their preferred food.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half wordsdark deities and hear only half of what anyone says.gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
* KingMook: Gug savants, who are
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
Changed line(s) 1562,1565 (click to see context) from:
[[folder:Muckish Creep]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Translucent creatures from deep underground waters.
Changed line(s) 1567,1568 (click to see context) from:
* SuperPersistentPredator: Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it.
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this blood to keep their own forms moist and malleable.
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this blood to keep their own forms moist and malleable.
to:
* SuperPersistentPredator: Muckish creeps BewareMyStingerTail: The hyaleth's tail ends in a stinger that can deliver a neurotoxin.
* ForcedSleep: Creatures whose thoughts areparticularly tenacious being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep andsingle-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it.
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this blood to keepread their own forms moist and malleable.knowledge during their slumber.
* ForcedSleep: Creatures whose thoughts are
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this blood to keep
Changed line(s) 1571,1576 (click to see context) from:
[[folder:Weaverworm]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Children of Urgathoa who combine the features of worms, insects, and people.
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Children of Urgathoa who combine the features of worms, insects, and people.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Children of Urgathoa who combine
Hailing from the
Changed line(s) 1578 (click to see context) from:
* {{Cult}}: They occasionally install themselves as the embodiments of various gods or demons. Ettercaps in particular tend to get swept up into their circle of worship due to their shared connection to spiders.
to:
* {{Cult}}: They occasionally install themselves as the embodiments of various gods or demons. Ettercaps in particular tend to get swept up HumanDisguise: A Leng hound can retract its bestial features into their circle its body to pretend to be the decaying corpse of worship due to their shared connection to spiders.a deformed human.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.
Changed line(s) 1581,1583 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/nilith.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1586 (click to see context) from:
Stealthy predators that puppeteer corpses as bait for future prey.
to:
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=310 here]].
Changed line(s) 1588 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be FightingAShadow: Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams. In a way, niliths are little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that remote feeding machines for the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.unknown alien entities to which they are connected.
Changed line(s) 1590,1594 (click to see context) from:
!!Level 9
[[folder:Blood Painter]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
[[folder:Blood Painter]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
[[folder:Blood Painter]]
[[folder:Ofalth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ofalth.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 1596 (click to see context) from:
* WickedCultured: Exceptional art endlessly fascinates blood painters, and skilled dancers and painters occasionally create a new work to trade for their lives. Blood painters jealously guard these works, and also periodically steal masterpieces.
to:
* WickedCultured: Exceptional art endlessly fascinates blood painters, AlternateCompanyEquivalent: The larval ofalth is likely a replacement of the ''TabletopGame/DungeonsAndDragons'' otyugh, which are of the same level and skilled dancers and painters occasionally create a new work to trade for their lives. Blood painters jealously guard these works, and are also periodically steal masterpieces.associated with sewage and rubbish but can no longer be legally used after the OGL was replaced by the ORC.
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon themselves in trash, to serve as both armour and camouflage.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon themselves in trash, to serve as both armour and camouflage.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
Changed line(s) 1599,1603 (click to see context) from:
[[folder:Dhuthorex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:''' 9 (deepwater dhuthorex), 11 (dread dhuthorex)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:''' 9 (deepwater dhuthorex), 11 (dread dhuthorex)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
Changed line(s) 1605,1606 (click to see context) from:
* FiendishFish: Dhuthorexes are strange shark-like creatures that swim in sunless seas of the Darklands.
* TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pursue.
* TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pursue.
to:
* FiendishFish: Dhuthorexes CollectorOfTheStrange: Siyokoys adore shipwrecks and long-forgotten underwater ruins, and often adorn their lairs with the results of scavenging expeditions into these locations.
* FishPeople: Siyokoys arestrange shark-like eel-like aquatic creatures that swim in sunless seas of the Darklands.
with a humanoid's torso.
*TerrestrialSeaLife: These aquatic beasts ShockAndAwe: A siyokoy can venture onto land if prey is easy to pursue.emit a strong electrical charge from its tail.
* FishPeople: Siyokoys are
*
Changed line(s) 1609,1610 (click to see context) from:
[[folder:Emkrah]]
->'''Level:''' 9
->'''Level:''' 9
to:
->'''Level:'''
Changed line(s) 1614 (click to see context) from:
The misbegotten offspring of Rovagug.
to:
The misbegotten offspring result of Rovagug.rituals by cultists of Yog-Sothoth to impregnate a mortal with a fragment of their alien god.
Changed line(s) 1616,1617 (click to see context) from:
* CombatTentacles: The artery-like limbs they move on double as bludgeoning weapons.
* MeaningfulName: It means "wrongful birth."
* MeaningfulName: It means "wrongful birth."
to:
* CombatTentacles: The artery-like limbs they move on double as bludgeoning weapons.
EvilSmellsBad: Spawn of Yog-Sothoth exude a hideous, unforgettable stench that alerts others to their presence.
*MeaningfulName: It means "wrongful birth."HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
*
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
Changed line(s) 1620,1626 (click to see context) from:
[[folder:Faceless Hulk (Ugoroth)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
The larger cousins of the faceless stalkers, capable of transforming into larger creatures such as giants.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
The larger cousins of the faceless stalkers, capable of transforming into larger creatures such as giants.
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The larger cousins
When toxic gas absorbs the souls of the
Changed line(s) 1628,1631 (click to see context) from:
* TheBlank: In its natural form, a faceless hulk has no discernible facial features.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.
to:
* TheBlank: In its natural form, a faceless hulk has no discernible facial features.
DeadlyGas: Trench mists are created when toxic gases are used as weapons of mass destruction in battle.
*MakeMyMonsterGrow: In its natural form, a faceless hulk FogOfDoom: Under mysterious circumstances, deadly gases used in battle can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assumeabsorb the form of a humanoid souls of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain slain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies under itsnew shape indefinitely.control.
*
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume
* MonsterLord: Victims of a trench mist rise as trench zombies under its
Changed line(s) 1633,1638 (click to see context) from:
[[folder:Galvo]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
[[folder:Argorth]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Tentacles split from the body of Black Magga.
Changed line(s) 1640,1641 (click to see context) from:
* BodyOfBodies: A galvo is made up of dozens of electric eels, transmogrified into one cooperative, electrified body. The galvo can disperse into a swarm of eels to do things it's incapable of in its normal form.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
to:
* BodyOfBodies: A galvo is made up of dozens of electric eels, transmogrified into one cooperative, electrified body. The galvo can disperse into a swarm of eels TakingYouWithMe: When it dies, an argorth collapses to do things it's incapable of in its normal form.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field aroundthe galvo that causes small ground and thrashes wildly, dealing damage to nearby creatures to drop dead.for one last time before expiring.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around
Changed line(s) 1644,1645 (click to see context) from:
[[folder:Moit of Shub-Niggurath]]
->'''Level:''' 9
->'''Level:''' 9
to:
->'''Level:'''
Changed line(s) 1647 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumLarge
Changed line(s) 1649,1651 (click to see context) from:
* AsteroidsMonster: When a spawning canker has drained enough life force, it bursts apart into several slugspawn.
* BrainFood: When a slugspawn matures into a spawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
* BrainFood: When a slugspawn matures into a spawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
to:
* AsteroidsMonster: When ManBitesMan: In battle, a spawning canker has drained enough life force, howling spawn can literally eat a creature it bursts apart into several slugspawn.
grabs, exposing its prey to its paralytic saliva.
*BrainFood: When TheParalyzer: The howling spawn's saliva is a slugspawn matures potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into aspawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.monster like Desert's Howl.
*
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
Changed line(s) 1654,1660 (click to see context) from:
[[folder:Yithian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:''' 9 (normal), 12 (elder)
->'''Alignment:''' LawfulNeutral
->'''Size:''' Large
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:''' 9 (normal), 12 (elder)
->'''Alignment:''' LawfulNeutral
->'''Size:''' Large
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
Changed line(s) 1662,1664 (click to see context) from:
* BodySnatcher: Their most iconic ability -- they can swap minds with any creature across space and time, and tend to so on a species-wide scale whenever facing extinction. Of course this leaves the minds of an entire species lost, confused and doomed, but the yithians find this an acceptable sacrifice for their own survival.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
to:
* BodySnatcher: Their most iconic ability -- they can swap minds with any creature across space and time, and tend to so on a species-wide scale whenever facing extinction. Of course this leaves the minds of an entire species lost, confused and doomed, but the yithians find this an acceptable sacrifice for their own survival.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emergingTheVirus: Creatures that die from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, isqulugia disease, inflicted by isqulug larve as they feed on flesh, become isqulugs themselves.
* TheWormThatWalks: The mind andone that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from consciousness of the underside.isqulug is located within the writhing larvae inside the shifting, slimy transparent eggs on its head; its 'body' is little more than an organic suit.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging
* TheWormThatWalks: The mind and
Changed line(s) 1667,1673 (click to see context) from:
!!Level 10
[[folder:Egregore]]
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Servitors created by psionic cults as avatars of their power.
[[folder:Egregore]]
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Servitors created by psionic cults as avatars of their power.
to:
[[folder:Egregore]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Servitors created by psionic cults as avatars of their power.
Changed line(s) 1675,1678 (click to see context) from:
* BrainMonster: An egregore typically looks like a clump of brains wrapped in arcs of light pulses and throbs. These brains aren't constructed like human brains, and seem to take this form only because of the conceptual link they represent.
* CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, which can become solid and lash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
* CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, which can become solid and lash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
to:
* BrainMonster: An egregore typically looks like a clump FaceFullOfAlienWingWong: A proto-shoggoth can infect an enemy's flesh with its alien enzymes, causing microscopic fragments of brains wrapped in arcs of light pulses and throbs. These brains aren't constructed like human brains, and seem proto-shoggoth tissue to take this form only because infest the victim, slowly transforming it from the inside into proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long as the majority of the conceptual link they represent.
corpse remains relatively intact, a new proto-shoggoth eventually tears itself out of the body.
*CombatTentacles: An egregore FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces bands of light powered by its concentrated mental energy, which a proto-shoggoth syncytium. Two syncytia can become solid finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds andlash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.nonsense words.
*
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
Changed line(s) 1681,1683 (click to see context) from:
[[folder:Gug]]
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
to:
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1685,1686 (click to see context) :
Monstrous giants who live in caverns deep in the Darklands.
Changed line(s) 1688,1690 (click to see context) from:
* EatDirtCheap: Gugs can eat rocks and draw sustenance from them, although they aren't ideal food and only consumed as a last resort in the absence of meat.
* KingMook: Gug savants, who are especially blessed by their dark deities and gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
* KingMook: Gug savants, who are especially blessed by their dark deities and gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
to:
* EatDirtCheap: Gugs can eat rocks MixAndMatchCritters: Quoppopaks combine the most terrifying aspects of water striders, octopuses and draw sustenance from them, although they aren't ideal food and only consumed as a last resort in the absence of meat.
vampire bats.
*KingMook: Gug savants, who are especially blessed WalkOnWater: Quoppopaks glide on water by thrusting their dark deities and gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
*
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
Changed line(s) 1692,1698 (click to see context) from:
[[folder:Hyaleth]]
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Translucent creatures from deep underground waters.
to:
[[folder:Dark Young of Shub-Niggurath]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Translucent creatures from deep underground waters.
Changed line(s) 1700,1702 (click to see context) from:
* BewareMyStingerTail: The hyaleth's tail ends in a stinger that can deliver a neurotoxin.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and read their knowledge during their slumber.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and read their knowledge during their slumber.
to:
* BewareMyStingerTail: The hyaleth's tail ends in TooManyMouths: A dark young's trunk is filled with numerous sucking mouths.
* WhenTreesAttack: A dark young superficially resembles astinger that can deliver a neurotoxin.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleeptree, and read their knowledge during their slumber.its magic allows it to appear as a tree.
* WhenTreesAttack: A dark young superficially resembles a
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep
Changed line(s) 1705,1706 (click to see context) from:
[[folder:Leng Hound]]
->'''Level:''' 10
->'''Level:''' 10
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
->'''Level:'''
Changed line(s) 1708,1710 (click to see context) from:
->'''Size:''' Medium
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
to:
->'''Size:''' Medium
Hailing from the nightmare plateau of Leng, theseLarge
Skittering creatureshaunt centuries old ruins from the lowest levels of the Darklands with many eyes and will trade service for corpses to eat.many mouths.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Hailing from the nightmare plateau of Leng, these
Skittering creatures
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Changed line(s) 1712,1714 (click to see context) from:
* HumanDisguise: A Leng hound can retract its bestial features into its body to pretend to be the decaying corpse of a deformed human.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.
to:
* HumanDisguise: A Leng hound AnkleDrag: They can retract its bestial features into its body to pretend to be the decaying corpse of a deformed human.
move at full speed while dragging grappled creatures.
*TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells BoringButPractical: They have no limit magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do whensearching attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through theoffender.
* WolfMan: The Leng hound's form blends humanoidcaverns they live in, and canine features.will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
*
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when
** They can make high-pitched whistling noises that echo through the
* WolfMan: The Leng hound's form blends humanoid
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
Changed line(s) 1717,1720 (click to see context) from:
[[folder:Nilith]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/nilith.png]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/nilith.png]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/nilith.png]]
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1722,1725 (click to see context) :
Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=310 here]].
Changed line(s) 1727 (click to see context) from:
* FightingAShadow: Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams. In a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected.
to:
* FightingAShadow: Niliths are actually extensions of much deadlier creatures MouthOfSauron: Hooded harbingers receive communications directly from Hastur, and relay these messages to his far-flung cults.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in the same rags thatdwell in a distant dimension beyond dreams. In a way, niliths are little more than remote feeding machines for cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, the unknown alien entities face is revealed to which they are connected.be that of the unraveller.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in the same rags that
Changed line(s) 1730,1734 (click to see context) from:
[[folder:Ofalth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ofalth.png]]
->'''Level:''' 4 (larval), 10 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (larval), Large (mature)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ofalth.png]]
->'''Level:''' 4 (larval), 10 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (larval), Large (mature)
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Created as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
Changed line(s) 1736,1740 (click to see context) from:
* AlternateCompanyEquivalent: The larval ofalth is likely a replacement of the ''TabletopGame/DungeonsAndDragons'' otyugh, which are of the same level and are also associated with sewage and rubbish but can no longer be legally used after the OGL was replaced by the ORC.
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon themselves in trash, to serve as both armour and camouflage.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon themselves in trash, to serve as both armour and camouflage.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
to:
* AlternateCompanyEquivalent: The larval ofalth BeneathNotice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae islikely a replacement now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the ''TabletopGame/DungeonsAndDragons'' otyugh, which are of deal.
* DefeatEqualsExplosion: When killed, all thesame level sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own andare also associated the secret of their creation was lost with sewage and rubbish but can no longer be legally used after the OGL was replaced by the ORC.
* ArchEnemy: Ofalths' domains typically overlap with thosetheir creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoonthemselves in trash, is one of their main priorities, second only to serve as both armour and camouflage.
mastering the power they carry.
*MuckMonster: An ofalth FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a living heap target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matterof wet detritus, sewage the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams andrubbish.hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is
* DefeatEqualsExplosion: When killed, all the
* DyingRace: They have no way to reproduce on their own and
* ArchEnemy: Ofalths' domains typically overlap with those
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon
*
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
Changed line(s) 1743,1745 (click to see context) from:
[[folder:Roper]]
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1748 (click to see context) from:
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
to:
Changed line(s) 1750,1751 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers are particularly interested in CompellingVoice: A lorelei's murmur infects those that hear it, compelling them to move directly toward the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
lorelei.
* ThatsNoMoon:To all but the most sharp-eyed underground explorers, The lorelei's skin is camouflaged with a roper appears rock-like appearance, and it can retract its tentacles to be nothing more than disguise as a large stalactite, stalagmite, or pillar of ice.boulder.
* ThatsNoMoon:
Changed line(s) 1754,1759 (click to see context) from:
[[folder:Siyokoy]]
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
Changed line(s) 1761,1763 (click to see context) from:
* CollectorOfTheStrange: Siyokoys adore shipwrecks and long-forgotten underwater ruins, and often adorn their lairs with the results of scavenging expeditions into these locations.
* FishPeople: Siyokoys are eel-like aquatic creatures with a humanoid's torso.
* ShockAndAwe: A siyokoy can emit a strong electrical charge from its tail.
* FishPeople: Siyokoys are eel-like aquatic creatures with a humanoid's torso.
* ShockAndAwe: A siyokoy can emit a strong electrical charge from its tail.
to:
* CollectorOfTheStrange: Siyokoys adore shipwrecks and long-forgotten underwater ruins, and often adorn their lairs with AchillesHeel: Neshmaals are especially vulnerable to sonic attacks, perhaps because they're accustomed to the results silent void.
* TentacledTerror: A neshmaal's body is formed ofscavenging expeditions into these locations.
* FishPeople: Siyokoys are eel-like aquatic creatures witha humanoid's torso.
* ShockAndAwe: A siyokoy can emit a strong electrical charge from its tail.tangle of writing tentacles.
* TentacledTerror: A neshmaal's body is formed of
* FishPeople: Siyokoys are eel-like aquatic creatures with
* ShockAndAwe: A siyokoy can emit a strong electrical charge from its tail.
Changed line(s) 1766,1768 (click to see context) from:
[[folder:Spawn of Yog-Sothoth]]
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1771 (click to see context) from:
The misbegotten result of rituals by cultists of Yog-Sothoth to impregnate a mortal with a fragment of their alien god.
to:
Changed line(s) 1773,1778 (click to see context) from:
* EvilSmellsBad: Spawn of Yog-Sothoth exude a hideous, unforgettable stench that alerts others to their presence.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
to:
* EvilSmellsBad: Spawn of Yog-Sothoth exude a hideous, unforgettable stench that alerts others AchillesHeel: Due to their presence.
* HalfHumanHybrid: A humanoid mothernatural habitats being airless, and an Outer God father.
thus utterly silent, somalcygots have weakness to sonic damage.
*HybridMonster: Spawn AcidAttack: They can spray a line of Yog-Sothoth are created by impregnating acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, ahumanoid creature necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come withYog-Sothoth's essence.
the grab ability.
*InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter:LocationThemeNaming: They're lifted wholesale from Wilbur Whateley's brother named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in''Literature/TheDunwichHorror''.the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
* HalfHumanHybrid: A humanoid mother
*
* BatmanCanBreatheInSpace: They have the no breath quality, a
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with
*
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter:
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
Changed line(s) 1781,1786 (click to see context) from:
[[folder:Trench Mist]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
When toxic gas absorbs the souls of the slain, most often in the horrors of war, the resulting reaction creates an entity known as a trench mist.
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
When toxic gas absorbs the souls of the slain, most often in the horrors of war, the resulting reaction creates an entity known as a trench mist.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
When toxic gas absorbs the souls
Amalgamations of
Changed line(s) 1788,1790 (click to see context) from:
* DeadlyGas: Trench mists are created when toxic gases are used as weapons of mass destruction in battle.
* FogOfDoom: Under mysterious circumstances, deadly gases used in battle can absorb the souls of the slain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies under its control.
* FogOfDoom: Under mysterious circumstances, deadly gases used in battle can absorb the souls of the slain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies under its control.
to:
* DeadlyGas: Trench mists are created when toxic gases are used as weapons ArtificialHybrid: Serpentfolk breed syrictas with a ritual that infuses a deformed serpentfolk egg with the vital essence from a clutch of snake eggs. The result is a cross between a serpentfolk and a mass destruction in battle.
of writhing ophidian tails and heads.
*FogOfDoom: Under mysterious circumstances, deadly gases used in battle can absorb the souls DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of theslain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies under its control.syricta's arms splits at the elbow into two venomous snake heads.
*
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of the
* MonsterLord: Victims of a trench mist rise as trench zombies under its control.
Changed line(s) 1792,1799 (click to see context) from:
!!Level 11
[[folder:Argorth]]
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Tentacles split from the body of Black Magga.
[[folder:Argorth]]
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Tentacles split from the body of Black Magga.
to:
!!Level 11
[[folder:Argorth]]
13
[[folder:Amalgamite]]
->'''Level:'''11
13
->'''Alignment:'''ChaoticEvil
NeutralEvil
->'''Size:'''Huge
Tentacles split from the body of Black Magga.Medium
[[folder:Argorth]]
[[folder:Amalgamite]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Tentacles split from the body of Black Magga.
Changed line(s) 1801 (click to see context) from:
* TakingYouWithMe: When it dies, an argorth collapses to the ground and thrashes wildly, dealing damage to nearby creatures for one last time before expiring.
to:
* TakingYouWithMe: When it dies, an argorth collapses to PerpetuallyProtean: An amalgamite's weird, warped anatomy constantly shifts and regrows.
* TeleporterAccident: An amalgamite is theground and thrashes wildly, dealing damage to nearby creatures for one last time before expiring.result of a teleportation spell that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
* TeleporterAccident: An amalgamite is the
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
Changed line(s) 1804,1807 (click to see context) from:
[[folder:Howling Spawn]]
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
to:
->'''Level:'''
->'''Mythic Rank:''' 6
->'''Alignment:'''
->'''Size:'''
Titans warped into hideous forms by gods long ago for their crimes.
Changed line(s) 1809,1811 (click to see context) from:
* ManBitesMan: In battle, a howling spawn can literally eat a creature it grabs, exposing its prey to its paralytic saliva.
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.
to:
* ManBitesMan: In battle, a howling spawn can literally eat a creature it grabs, exposing EyesDoNotBelongThere: An argus' body is covered in strange, staring eyes.
* TheGrotesque: Despite itsprey hideous and misshapen appearance, an argus craves music and beauty to comfort it in its paralytic saliva.
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are peopleunending vigil, and might talk peacebly to visitors who are undergoing a transformation into a monster like Desert's Howl.promise songs and stories and do not intend to harm it.
* TheGrotesque: Despite its
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people
Changed line(s) 1814,1817 (click to see context) from:
[[folder:Isqulug]]
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Giant human-faced insects who create intricate fungal gardens.
Changed line(s) 1819,1820 (click to see context) from:
* TheVirus: Creatures that die from the isqulugia disease, inflicted by isqulug larve as they feed on flesh, become isqulugs themselves.
* TheWormThatWalks: The mind and consciousness of the isqulug is located within the writhing larvae inside the shifting, slimy transparent eggs on its head; its 'body' is little more than an organic suit.
* TheWormThatWalks: The mind and consciousness of the isqulug is located within the writhing larvae inside the shifting, slimy transparent eggs on its head; its 'body' is little more than an organic suit.
to:
* TheVirus: Creatures that die from AcidAttack: Azruverdas have acidic spit.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles theisqulugia disease, inflicted by isqulug larve as they feed on flesh, become isqulugs themselves.
* TheWormThatWalks: The mind and consciousnesssize of the isqulug is located cars.
* PestController: They can control vermin within their line of sight, although thewrithing larvae inside creatures' low intelligence means that the shifting, slimy transparent eggs on its head; its 'body' commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is little more than an organic suit.represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the
* TheWormThatWalks: The mind and consciousness
* PestController: They can control vermin within their line of sight, although the
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
Changed line(s) 1823,1826 (click to see context) from:
[[folder:Proto-Shoggoth]]
->'''Level:''' 11 (proto-shoggoth), 14 (syncytium)
->'''Alignment:''' TrueNeutral (proto-shoggoth), ChaoticNeutral (syncytium)
->'''Size:''' Medium (proto-shoggoth), Large (syncytium)
->'''Level:''' 11 (proto-shoggoth), 14 (syncytium)
->'''Alignment:''' TrueNeutral (proto-shoggoth), ChaoticNeutral (syncytium)
->'''Size:''' Medium (proto-shoggoth), Large (syncytium)
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Massive aquatic predators who prey on ships.
Changed line(s) 1828,1830 (click to see context) from:
* FaceFullOfAlienWingWong: A proto-shoggoth can infect an enemy's flesh with its alien enzymes, causing microscopic fragments of proto-shoggoth tissue to infest the victim, slowly transforming it from the inside into proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long as the majority of the corpse remains relatively intact, a new proto-shoggoth eventually tears itself out of the body.
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
to:
* FaceFullOfAlienWingWong: ArmorPiercingAttack: A proto-shoggoth can infect charybdis' claws are particularly devastating when used against objects, and ignore the first 10 points of an enemy's flesh object's hardness rating.
* LampreyMouth: A charybdis' mouth is seemingly jawless, withits alien enzymes, causing microscopic fragments of proto-shoggoth tissue to infest teeth arranged in a circle around the victim, slowly transforming it from the inside into proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long as the majority of the corpse remains relatively intact, a new proto-shoggoth eventually tears itself out of the body.
maw.
*FusionDance: MegaMaelstrom: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia charybdis can finish the growth cycle by merging with each other, creating generate a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.6-foot-across, 120-foot-deep whirlpool.
* LampreyMouth: A charybdis' mouth is seemingly jawless, with
*
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
Changed line(s) 1833,1835 (click to see context) from:
[[folder:Quoppopak]]
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
->'''Level:'''
->'''Alignment:'''
Monsters from the Outer Rifts with bizarre biology.
Changed line(s) 1838,1839 (click to see context) from:
* MixAndMatchCritters: Quoppopaks combine the most terrifying aspects of water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
to:
* MixAndMatchCritters: Quoppopaks combine BiggerOnTheInside: A dwiergeth's intestines are far, far larger than the most terrifying aspects of water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrustingactual creature they belong to -- their ventral tubes gut is actually an extradimensional labyrinth, and people eaten by a dwiergeth need to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the water, cycling it up creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have a regular, if somewhat long, intestinal tract.
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Outer Rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow theirbodies, then spraying out prey alive and unchewed, and can store any number of victims in a high-pressure stream through their tentacles.extradimensional gullets.
* WalkOnWater: Quoppopaks glide on water by thrusting
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Outer Rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their
Changed line(s) 1841,1843 (click to see context) from:
!!Level 12
[[folder:Dark Young of Shub-Niggurath]]
->'''Level:''' 12
[[folder:Dark Young of Shub-Niggurath]]
->'''Level:''' 12
to:
[[folder:Dark Young
[[folder:Get of
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:'''
Changed line(s) 1845 (click to see context) from:
->'''Size:''' Huge
to:
->'''Size:''' HugeGargantuan
Changed line(s) 1847,1848 (click to see context) from:
* TooManyMouths: A dark young's trunk is filled with numerous sucking mouths.
* WhenTreesAttack: A dark young superficially resembles a tree, and its magic allows it to appear as a tree.
* WhenTreesAttack: A dark young superficially resembles a tree, and its magic allows it to appear as a tree.
to:
* TooManyMouths: A dark young's trunk AbsurdlySharpClaws: These creatures' claws are made of adamantine.
* BigCreepyCrawlies: The get of Iblis isfilled with numerous sucking mouths.
* WhenTreesAttack: A dark young superficially resemblesa tree, vaguely centipede-like monster that can grow up to 60 feet long and its magic allows it to appear as a tree.weigh 100000 pounds.
* BigCreepyCrawlies: The get of Iblis is
* WhenTreesAttack: A dark young superficially resembles
Changed line(s) 1851,1854 (click to see context) from:
[[folder:Gogiteth]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1857,1859 (click to see context) from:
Skittering creatures from the lowest levels of the Darklands with many eyes and many mouths.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
to:
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Changed line(s) 1861,1871 (click to see context) from:
* AnkleDrag: They can move at full speed while dragging grappled creatures.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
to:
* AnkleDrag: They can move at full speed while dragging grappled creatures.
* BoringButPractical: They have no magical abilities or supernatural powers,{{Bizarrchitecture}}: Ghorazaghs are incapable of digesting blood, but they manage to make a CR 12 threat instead mixes it with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set outmucus and other strange fluids to eradicate any gogiteth form a thick, gluelike substance. Ghorazagh hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodiesare scattered with eyes, enough to give constructed entirely of this material, giving them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.an eerily organic appearance.
* BoringButPractical: They have no magical abilities or supernatural powers,
* EvilVersusEvil: Hryngar will set out
* ExtraEyes: Their bodies
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
Changed line(s) 1874,1877 (click to see context) from:
[[folder:Hooded Harbinger]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 1879,1880 (click to see context) from:
* MouthOfSauron: Hooded harbingers receive communications directly from Hastur, and relay these messages to his far-flung cults.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in the same rags that cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, the face is revealed to be that of the unraveller.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in the same rags that cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, the face is revealed to be that of the unraveller.
to:
* MouthOfSauron: Hooded harbingers receive communications directly AcidAttack: Irlgaunts can pelt their opponents with their own gastroliths, which explode on contact, spraying the area with shards of rock and caustic acid.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting fromHastur, and relay these messages to his far-flung cults.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped inthe same rags that cover its body. If it's helpless, these rags can be unravelled; under dozens tips of layers, the face is revealed to be that of the unraveller.their legs.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in
Changed line(s) 1883,1886 (click to see context) from:
[[folder:Kasthezvi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG]]
->'''Level:''' 12
->'''Alignment:''' LawfulEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG]]
->'''Level:''' 12
->'''Alignment:''' LawfulEvil
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1888,1889 (click to see context) :
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Created as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
Changed line(s) 1891,1907 (click to see context) from:
* BeneathNotice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
to:
* BeneathNotice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
BellyMouth: A rivka has a second, much larger mouth on its abdomen.
*CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taughtProportionatelyPonderousParasites: Rivkas are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That'sgiant cockroaches big enough to conduct sonic damage directly into live as parasites on the poor creature, a chunk hide of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.kaiju.
*
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
Changed line(s) 1910,1911 (click to see context) from:
[[folder:Lorelei]]
->'''Level:''' 12
->'''Level:''' 12
to:
[[folder:Angoyang]]
->'''Level:'''
Changed line(s) 1913,1915 (click to see context) from:
->'''Size:''' Large
Magnets of destruction that resemble stony anemones with human faces.
Magnets of destruction that resemble stony anemones with human faces.
to:
->'''Size:''' Large
Magnets of destruction that resemble stony anemones with human faces.Small
Magnets of destruction that resemble stony anemones with human faces.
Changed line(s) 1917,1918 (click to see context) from:
* CompellingVoice: A lorelei's murmur infects those that hear it, compelling them to move directly toward the lorelei.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract its tentacles to disguise as a boulder.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract its tentacles to disguise as a boulder.
to:
* CompellingVoice: A lorelei's murmur infects those CatsAreSuperior: Angoyangs see their caretakers as loyal servants that hear it, compelling them to move directly toward the lorelei.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance,feed, clean up after and it can retract its tentacles pamper them.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end todisguise as a boulder.caretaker who mistreats or neglects them.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance,
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end to
Changed line(s) 1921,1922 (click to see context) from:
[[folder:Neshmaal]]
->'''Level:''' 12
->'''Level:''' 12
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:'''
Changed line(s) 1924 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeHuge
Changed line(s) 1926,1927 (click to see context) from:
* AchillesHeel: Neshmaals are especially vulnerable to sonic attacks, perhaps because they're accustomed to the silent void.
* TentacledTerror: A neshmaal's body is formed of a tangle of writing tentacles.
* TentacledTerror: A neshmaal's body is formed of a tangle of writing tentacles.
to:
* AchillesHeel: Neshmaals are especially vulnerable AcidAttack: A giant aukashungi can release an acidic gas from its ventral glands.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows tosonic attacks, perhaps because they're accustomed to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in thesilent void.
* TentacledTerror: A neshmaal's body is formedfirst of their three stomachs. Those swallowed by a tangle of writing tentacles.giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in the
* TentacledTerror: A neshmaal's body is formed
Changed line(s) 1930,1936 (click to see context) from:
[[folder:Somalcygot]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Territorial megapredators who live in airless environments. Their stats can be found in ''Bestiary 5'', ''The Moonscar'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot/ here]].
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Territorial megapredators who live in airless environments. Their stats can be found in ''Bestiary 5'', ''The Moonscar'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot/ here]].
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Territorial megapredators
Created by alghollthus as guards and enforcers, those who
Changed line(s) 1938,1945 (click to see context) from:
* AchillesHeel: Due to their natural habitats being airless, and thus utterly silent, somalcygots have weakness to sonic damage.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with the grab ability.
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with the grab ability.
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
to:
* AchillesHeel: Due to EvilOverlord: Deep walkers that escaped their natural habitats being airless, and thus utterly silent, somalcygots have weakness to sonic damage.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage thanmasters often rule over their bite but have better reach and come with the grab ability.
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a resultown petty kingdoms of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state wherelesser creatures that they continuously can torment and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.consume.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
Changed line(s) 1948,1953 (click to see context) from:
[[folder:Syricta]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Amalgamations of serpentfolk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Amalgamations of serpentfolk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Amalgamations of serpentfolk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.
Changed line(s) 1955,1958 (click to see context) from:
* ArtificialHybrid: Serpentfolk breed syrictas with a ritual that infuses a deformed serpentfolk egg with the vital essence from a clutch of snake eggs. The result is a cross between a serpentfolk and a mass of writhing ophidian tails and heads.
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of the syricta's arms splits at the elbow into two venomous snake heads.
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of the syricta's arms splits at the elbow into two venomous snake heads.
to:
* ArtificialHybrid: Serpentfolk breed syrictas with a ritual that infuses a deformed serpentfolk egg with BloodKnight: Doprillus love to battle, especially by grappling, and are eager to start brawls.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using thevital essence creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears aclutch unique wooden mask, which is the source of snake eggs. The result is a cross between a serpentfolk its power. A doprillu deprived of its mask loses its regeneration and a mass of writhing ophidian tails its immunity to enfeebled and heads.
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One ofslowed. If the syricta's arms splits at mask is put back on, the elbow into two venomous snake heads.doprillu immediately regains its abilities.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the
* MaskOfPower: A doprillu always wears a
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of
Changed line(s) 1960,1965 (click to see context) from:
!!Level 13
[[folder:Amalgamite]]
->'''Level:''' 13
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
[[folder:Amalgamite]]
->'''Level:''' 13
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[folder:Amalgamite]]
[[folder:Flying Polyp]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
Changed line(s) 1967,1969 (click to see context) from:
* PerpetuallyProtean: An amalgamite's weird, warped anatomy constantly shifts and regrows.
* TeleporterAccident: An amalgamite is the result of a teleportation spell that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
* TeleporterAccident: An amalgamite is the result of a teleportation spell that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
to:
* PerpetuallyProtean: An amalgamite's weird, warped anatomy TheAgeless: These creatures seem to have no maximum lifespan.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantlyshifts flickers and regrows.
shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
*TeleporterAccident: An amalgamite TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward theresult of a teleportation spell that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.flying polyp.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly
*
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
Changed line(s) 1972,1978 (click to see context) from:
[[folder:Argus]]
->'''Level:''' 13
->'''Mythic Rank:''' 6
->'''Alignment:''' LawfulNeutral
->'''Size:''' Gargantuan
Titans warped into hideous forms by gods long ago for their crimes.
->'''Level:''' 13
->'''Mythic Rank:''' 6
->'''Alignment:''' LawfulNeutral
->'''Size:''' Gargantuan
Titans warped into hideous forms by gods long ago for their crimes.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png]]
->'''Level:'''
->'''Mythic Rank:''' 6
->'''Alignment:'''
->'''Size:'''
Titans warped into hideous forms by gods long ago for
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
Changed line(s) 1980,1981 (click to see context) from:
* EyesDoNotBelongThere: An argus' body is covered in strange, staring eyes.
* TheGrotesque: Despite its hideous and misshapen appearance, an argus craves music and beauty to comfort it in its unending vigil, and might talk peacebly to visitors who promise songs and stories and do not intend to harm it.
* TheGrotesque: Despite its hideous and misshapen appearance, an argus craves music and beauty to comfort it in its unending vigil, and might talk peacebly to visitors who promise songs and stories and do not intend to harm it.
to:
* EyesDoNotBelongThere: AmbushingEnemy: An argus' body is covered implanted grikkitog can manifest mouths from any stone surface in strange, staring eyes.
range. Imagine being a small animal seeking shelter in a crevice or a rock climber reaching for a grip, only for what seemed to be an ordinary outcropping of stone to sprout jagged teeth and take a bite from you. Now imagine being an adventurer trying to fight this thing, only for every floor, wall, and ceiling in sight to become a mass of jagged teeth.
*TheGrotesque: Despite CoresAndTurretsBoss: A grikkitog implants its hideous core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and misshapen appearance, an argus craves music eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, andbeauty even solid stone, without so much as a grain of sand out of place to comfort it in denote its unending vigil, and might talk peacebly to visitors who promise songs and passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary storiesand do not intend among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough toharm it.its implanted core.
*
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to
Changed line(s) 1984,1989 (click to see context) from:
[[folder:Azruverda]]
->'''Level:''' 13
->'''Alignment:''' ChaoticGood
->'''Size:''' Huge
Giant human-faced insects who create intricate fungal gardens.
->'''Level:''' 13
->'''Alignment:''' ChaoticGood
->'''Size:''' Huge
Giant human-faced insects who create intricate fungal gardens.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Giant human-faced insects who create intricate fungal gardens.
Changed line(s) 1991,1995 (click to see context) from:
* AcidAttack: Azruverdas have acidic spit.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
to:
* AcidAttack: Azruverdas have acidic spit.
* BeastWithAHumanFace: They resemble immense dung beetlesCombatTentacles: The khardajeen's primary attack is lashing out with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers ofits powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid tentacles.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even indoing this, such as the ability to summon swarms midst of wasps battle.
* RayGun: Khardajeens' blue, red, green andspiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdastopaz gems can hock acidic loogies up to sixty feet away.fire ray attacks at enemies.
* BeastWithAHumanFace: They resemble immense dung beetles
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in
* RayGun: Khardajeens' blue, red, green and
* SuperSpit: Azruverdas
Changed line(s) 1998,2003 (click to see context) from:
[[folder:Charybdis]]
->'''Level:''' 13
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan
Massive aquatic predators who prey on ships.
->'''Level:''' 13
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan
Massive aquatic predators who prey on ships.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kuchisakeonna.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Massive aquatic predators who prey on ships.
Changed line(s) 2005,2007 (click to see context) from:
* ArmorPiercingAttack: A charybdis' claws are particularly devastating when used against objects, and ignore the first 10 points of an object's hardness rating.
* LampreyMouth: A charybdis' mouth is seemingly jawless, with teeth arranged in a circle around the maw.
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
* LampreyMouth: A charybdis' mouth is seemingly jawless, with teeth arranged in a circle around the maw.
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
to:
* ArmorPiercingAttack: A charybdis' claws BeatItByCompulsion: When numerous small items are particularly devastating when used against objects, scattered before a kuchisake-onna, she compulsively begins to count them.
* GlasgowGrin: Scars andignore cuts run from ear to ear, giving the first 10 points impression of an object's hardness rating.
a terrible, ever-present grin on the kuchisake-onna's face.
*LampreyMouth: MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: Acharybdis' mouth is seemingly jawless, kuchisake-onna wields a pair of scissors with teeth arranged a swordmaster's prowess.
* TakeAThirdOption: Answering in acircle around confusing or noncommittal manner or saying the maw.
* MegaMaelstrom: A charybdiskuchisake-onna looks okay can generate a 6-foot-across, 120-foot-deep whirlpool.distract her and provide enough time to run away.
* GlasgowGrin: Scars and
*
* ShearMenace: A
* TakeAThirdOption: Answering in a
* MegaMaelstrom: A charybdis
Changed line(s) 2010,2012 (click to see context) from:
[[folder:Dwiergeth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
->'''Level:''' 13
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
->'''Level:''' 13
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
->'''Level:'''
Changed line(s) 2014,2016 (click to see context) from:
->'''Size:''' Large
Monsters from the Outer Rifts with bizarre biology.
Monsters from the Outer Rifts with bizarre biology.
to:
->'''Size:''' Large
MonstersHuge
Creatures from theOuter Rifts with bizarre biology.Darklands who worship a variety of dark gods they believe dwell even deeper.
Monsters
Creatures from the
Changed line(s) 2018,2021 (click to see context) from:
* BiggerOnTheInside: A dwiergeth's intestines are far, far larger than the actual creature they belong to -- their gut is actually an extradimensional labyrinth, and people eaten by a dwiergeth need to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have a regular, if somewhat long, intestinal tract.
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Outer Rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Outer Rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.
to:
* BiggerOnTheInside: A dwiergeth's intestines are far, far larger than the actual creature they belong to -- their gut AcidAttack: The vemerak's breath weapon is actually an extradimensional labyrinth, a line of toxic acid that corrodes both flesh and people eaten by a dwiergeth need to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have a regular, if somewhat long, intestinal tract.
mind.
*BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped DishingOutDirt: A vemerak can burrow its legs, tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds''and ''wind wall'' -- which they use to navigate the Outer Rifts and to knock prey off of ledges and mouth into Cliffside's.
* SwallowedWhole: Dwiergeths preferthe ground to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.create miniature earthquakes.
*
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds''
* SwallowedWhole: Dwiergeths prefer
Changed line(s) 2024,2029 (click to see context) from:
[[folder:Froghemoth]]
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
to:
[[folder:Hyakume]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Changed line(s) 2031,2033 (click to see context) from:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
to:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it usesBookBurning: Hyakume go to grab great lengths to keep what they know to themselves, destroying libraries they've raided and reel in distant prey.
burning books they've read to ensure no one else learns their contents.
*SeeTheInvisible: A froghemoth's alien EyesDoNotBelongThere: Hundreds of bloodshot eyes allow it to perceive invisible or ethereal creatures.peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses
*
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.
Changed line(s) 2036,2040 (click to see context) from:
[[folder:Get of Iblis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:''' 13
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:''' 13
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2042,2043 (click to see context) from:
* AbsurdlySharpClaws: These creatures' claws are made of adamantine.
* BigCreepyCrawlies: The get of Iblis is a vaguely centipede-like monster that can grow up to 60 feet long and weigh 100000 pounds.
* BigCreepyCrawlies: The get of Iblis is a vaguely centipede-like monster that can grow up to 60 feet long and weigh 100000 pounds.
to:
* AbsurdlySharpClaws: These creatures' claws are made EvilIsNotAToy: Foolish mortals sometimes beseech the aid of adamantine.
* BigCreepyCrawlies: The geta larva of Iblis is a vaguely centipede-like monster that the Outer Gods, who does not care for its music's effect on mortal flesh; these summoners just often fall victim to the larva's song as their designated victims do.
* ForcedTransformation: A larva's song cangrow up to 60 feet long 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, andweigh 100000 pounds.can be heard in the void of space or by deaf creatures.
* BigCreepyCrawlies: The get
* ForcedTransformation: A larva's song can
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and
Changed line(s) 2046,2047 (click to see context) from:
[[folder:Ghorazagh]]
->'''Level:''' 13
->'''Level:''' 13
to:
->'''Level:'''
Changed line(s) 2049,2051 (click to see context) from:
->'''Size:''' Large
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
to:
->'''Size:''' Large
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.Gargantuan
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
Changed line(s) 2053 (click to see context) from:
* {{Bizarrchitecture}}: Ghorazaghs are incapable of digesting blood, but instead mixes it with mucus and other strange fluids to form a thick, gluelike substance. Ghorazagh hives are constructed entirely of this material, giving them an eerily organic appearance.
to:
* {{Bizarrchitecture}}: Ghorazaghs are incapable of digesting blood, but instead mixes it AgonyBeam: A creature hit by a pharmakos' bite or claws is racked with mucus waves of pain.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all otherstrange fluids to form a thick, gluelike substance. Ghorazagh hives are constructed entirely sources of this material, giving them pain become meaningless.
* WasOnceAMan: When aneerily organic appearance.evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other
* WasOnceAMan: When an
Changed line(s) 2056,2058 (click to see context) from:
[[folder:Irlgaunt]]
->'''Level:''' 13
->'''Alignment:''' NeutralEvil
->'''Level:''' 13
->'''Alignment:''' NeutralEvil
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
->'''Level:'''
->'''Alignment:'''
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
Changed line(s) 2061,2062 (click to see context) from:
* AcidAttack: Irlgaunts can pelt their opponents with their own gastroliths, which explode on contact, spraying the area with shards of rock and caustic acid.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.
to:
* AcidAttack: Irlgaunts can pelt TheBlank: A quelaunt has no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from theiropponents with their own gastroliths, which explode on contact, spraying the area with shards of rock and caustic acid.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.dismay.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.
Changed line(s) 2065,2067 (click to see context) from:
[[folder:Rivka]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rivka.png]]
->'''Level:''' 13
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rivka.png]]
->'''Level:''' 13
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rivka.png]]
->'''Level:'''
Changed line(s) 2069 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumHuge
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Changed line(s) 2071,2072 (click to see context) from:
* BellyMouth: A rivka has a second, much larger mouth on its abdomen.
* ProportionatelyPonderousParasites: Rivkas are giant cockroaches big enough to live as parasites on the hide of kaiju.
* ProportionatelyPonderousParasites: Rivkas are giant cockroaches big enough to live as parasites on the hide of kaiju.
to:
* BellyMouth: A rivka has MasterOfIllusion: They have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
* MeaningfulName: It's asecond, much larger mouth on its abdomen.
reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
*ProportionatelyPonderousParasites: Rivkas SpikesOfVillainy: Their backs are giant cockroaches big enough to live as parasites on the hide of kaiju.covered in longs spikes, which they impale their victims on.
* MeaningfulName: It's a
*
Changed line(s) 2075,2079 (click to see context) from:
!!Level 14
[[folder:Angoyang]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
[[folder:Angoyang]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
to:
[[folder:Angoyang]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Strange, eel-like creatures most at home in tar seeps and oil pits.
Changed line(s) 2081,2082 (click to see context) from:
* CatsAreSuperior: Angoyangs see their caretakers as loyal servants that feed, clean up after and pamper them.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end to a caretaker who mistreats or neglects them.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end to a caretaker who mistreats or neglects them.
to:
* CatsAreSuperior: Angoyangs see their caretakers as loyal servants that feed, clean up after ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and pamper them.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly enddespite the overall hostility of Golarion's dry, water-rich alien climate managed to settle a caretaker who mistreats or neglects them.large system tar pits.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end
Changed line(s) 2085,2089 (click to see context) from:
[[folder:Aukashungi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:''' 14 (giant), 10 (swarm)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:''' 14 (giant), 10 (swarm)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2091,2093 (click to see context) from:
* AcidAttack: A giant aukashungi can release an acidic gas from its ventral glands.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in the first of their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in the first of their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.
to:
* AcidAttack: A giant aukashungi can release an acidic gas from its ventral glands.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate inWalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking the first of earth asunder, and staining the ground with their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.foul blood.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in
Changed line(s) 2096,2101 (click to see context) from:
[[folder:Deep Walker (Delpolthru)]]
->'''Level:''' 14
->'''Alignment:''' LawfulEvil
->'''Size:''' Gargantuan
Created by alghollthus as guards and enforcers, those who slip the leash become petty tyrants of their own.
->'''Level:''' 14
->'''Alignment:''' LawfulEvil
->'''Size:''' Gargantuan
Created by alghollthus as guards and enforcers, those who slip the leash become petty tyrants of their own.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Created by alghollthus as guards and enforcers, those who slip
Jellyfish-like creatures that gain sustenance from the
Changed line(s) 2103 (click to see context) from:
* EvilOverlord: Deep walkers that escaped their masters often rule over their own petty kingdoms of lesser creatures that they can torment and consume.
to:
* EvilOverlord: Deep walkers that escaped their masters often rule over their own petty kingdoms of lesser ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that they can torment emit a powerful discharge of electricity from their bell.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance andconsume.immunity to electricity.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and
Changed line(s) 2106,2110 (click to see context) from:
[[folder:Doprillu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
[[folder:Scylla]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
Changed line(s) 2112,2114 (click to see context) from:
* BloodKnight: Doprillus love to battle, especially by grappling, and are eager to start brawls.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.
to:
* BloodKnight: Doprillus love to battle, especially by grappling, MultipleHeadCase: A scylla has the upper body of a human woman and are eager a lower body full of wolf heads.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships tostart brawls.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.their doom.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.
Changed line(s) 2117,2118 (click to see context) from:
[[folder:Flying Polyp]]
->'''Level:''' 14
->'''Level:''' 14
to:
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
->'''Level:'''
Changed line(s) 2120,2122 (click to see context) from:
->'''Size:''' Huge
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
to:
->'''Size:''' Huge
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.Gargantuan
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
Changed line(s) 2124,2132 (click to see context) from:
* TheAgeless: These creatures seem to have no maximum lifespan.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.
to:
* TheAgeless: These creatures AbsoluteXenophobe: Luscas brook no other large predators in their claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem tohave no maximum lifespan.
* AlienBlood: Flyping polyp blood behaves more likeroll in alongside it and strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can sendelectrical fires dance in the air before it attacks, lending an eerie wind out aura of foreboding to slow and eventually stop a creature's escape, or surround itself the assault.
* TentacledTerror: A terror of the seas withblasts octopus tentacles.
* ThreateningShark: A lusca's heads are that ofprecisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.sharks.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to
* AlienBlood: Flyping polyp blood behaves more like
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send
* TentacledTerror: A terror of the seas with
* ThreateningShark: A lusca's heads are that of
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.
Changed line(s) 2135,2137 (click to see context) from:
[[folder:Grikkitog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png]]
->'''Level:''' 14
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png]]
->'''Level:''' 14
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png]]
->'''Level:'''
Changed line(s) 2139,2143 (click to see context) from:
->'''Size:''' Huge
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
to:
->'''Size:''' Huge
Grikkitogs, also known as "hungry earth", are strange parasitesGargantuan
Creatures born from thePlane shattered remains of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].fallen civilisations.
Grikkitogs, also known as "hungry earth", are strange parasites
Creatures born from the
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
Changed line(s) 2145,2151 (click to see context) from:
* AmbushingEnemy: An implanted grikkitog can manifest mouths from any stone surface in range. Imagine being a small animal seeking shelter in a crevice or a rock climber reaching for a grip, only for what seemed to be an ordinary outcropping of stone to sprout jagged teeth and take a bite from you. Now imagine being an adventurer trying to fight this thing, only for every floor, wall, and ceiling in sight to become a mass of jagged teeth.
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.
to:
* AmbushingEnemy: An implanted grikkitog can manifest mouths RockMonster: The plankta is a rocky creature formed from any stone surface in range. Imagine being a small animal seeking shelter in a crevice or a rock climber reaching for a grip, only for what seemed to be an ordinary outcropping the ruins of stone to sprout jagged teeth buildings and take a bite from you. Now imagine being an adventurer trying to fight this thing, only for every floor, wall, statues built by ancient civilisations.
* SeaMonster: Planktas dwell in the sea andceiling in sight seek to become a mass of jagged teeth.
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouthssink ships and eyes through all of its surroundings.
* FastTunneling: It can hasdestroy cities in the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain hope of sand out creating more of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.their kind.
* SeaMonster: Planktas dwell in the sea and
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths
* FastTunneling: It can has
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.
Changed line(s) 2154,2157 (click to see context) from:
[[folder:Khardajeen]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2159,2161 (click to see context) from:
* CombatTentacles: The khardajeen's primary attack is lashing out with its powerful tentacles.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in the midst of battle.
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in the midst of battle.
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
to:
* CombatTentacles: The khardajeen's primary vaspercham can attack is lashing out with its powerful four tentacles.
*HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them SeaMonster: The vaspercham is an aquatic horror who delights in violence and heal wounds even destruction, and lurks in the midst of battle.
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.shallows near shorelines.
*
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
Changed line(s) 2164,2168 (click to see context) from:
[[folder:Kuchisake-onna]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kuchisakeonna.png]]
->'''Level:''' 14
->'''Alignment:''' LawfulEvil
->'''Size:''' Medium
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kuchisakeonna.png]]
->'''Level:''' 14
->'''Alignment:''' LawfulEvil
->'''Size:''' Medium
to:
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2170,2174 (click to see context) from:
* BeatItByCompulsion: When numerous small items are scattered before a kuchisake-onna, she compulsively begins to count them.
* GlasgowGrin: Scars and cuts run from ear to ear, giving the impression of a terrible, ever-present grin on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
* GlasgowGrin: Scars and cuts run from ear to ear, giving the impression of a terrible, ever-present grin on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
to:
* BeatItByCompulsion: When numerous small items are scattered before a kuchisake-onna, she compulsively begins to count them.
EyesDoNotBelongThere: A deghuun can move its single, golden eye across the venthole-like craters that dot the surface of its body.
*GlasgowGrin: Scars TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and cuts run from ear to ear, giving the impression of a terrible, ever-present grin on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.molten iron.
*
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
Changed line(s) 2177,2182 (click to see context) from:
[[folder:Vemerak]]
->'''Level:''' 14
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Creatures from the Darklands who worship a variety of dark gods they believe dwell even deeper.
->'''Level:''' 14
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Creatures from the Darklands who worship a variety of dark gods they believe dwell even deeper.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures from the Darklands who worship a variety of dark gods they believe dwell even deeper.
Changed line(s) 2184,2185 (click to see context) from:
* AcidAttack: The vemerak's breath weapon is a line of toxic acid that corrodes both flesh and mind.
* DishingOutDirt: A vemerak can burrow its legs, tentacles and mouth into the ground to create miniature earthquakes.
* DishingOutDirt: A vemerak can burrow its legs, tentacles and mouth into the ground to create miniature earthquakes.
to:
* AcidAttack: The vemerak's breath weapon is a line of toxic acid that corrodes both flesh and mind.
* DishingOutDirt:CombatTentacles: A vemerak can burrow its legs, myrucarx attacks with two tentacles ending in gnashing jaws.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, andmouth into the ground to create miniature earthquakes.has appropriate voice, scent and mannerisms.
* DishingOutDirt:
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and
Changed line(s) 2188,2191 (click to see context) from:
!!Level 15
[[folder:Hyakume]]
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
[[folder:Hyakume]]
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
to:
[[folder:Hyakume]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2194,2196 (click to see context) from:
* BookBurning: Hyakume go to great lengths to keep what they know to themselves, destroying libraries they've raided and burning books they've read to ensure no one else learns their contents.
* EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.
* EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.
to:
* BookBurning: Hyakume go to great lengths to keep what they know to themselves, destroying libraries they've raided and burning books they've read to ensure no one else learns BloodyMurder: At range, vitalias attack by squirting their contents.
acidic blood.
*EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: HyakumeVeinOVision: The vitalia can steal memories and erase detect any knowledge of their existence from the minds of their victims.creatures that have a heartbeat.
*
* LaserGuidedAmnesia: Hyakume
Changed line(s) 2199,2200 (click to see context) from:
[[folder:Larva of the Outer Gods]]
->'''Level:''' 15
->'''Level:''' 15
to:
[[folder:Shoggoth]]
->'''Level:'''
Changed line(s) 2202 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeHuge
Changed line(s) 2204,2206 (click to see context) from:
* EvilIsNotAToy: Foolish mortals sometimes beseech the aid of a larva of the Outer Gods, who does not care for its music's effect on mortal flesh; these summoners just often fall victim to the larva's song as their designated victims do.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.
to:
* EvilIsNotAToy: Foolish mortals sometimes beseech the aid of a larva of the Outer Gods, who does BlackSpeech: A shoggoth can utter sounds and words sane life was not care for its music's effect on mortal flesh; these summoners just often fall victim meant to the larva's song as hear.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against theirdesignated victims do.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.creators.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.
Changed line(s) 2209,2212 (click to see context) from:
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
to:
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2215 (click to see context) from:
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.
to:
Changed line(s) 2217,2225 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
to:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' toBeastOfBattle: In the original, OGL neothelids modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measuredaboleths in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up distant past.
* MixAndMatchCritters: Giant sea turtles withthe rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience,two snake heads and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
necks each.
* MultipleHeadCase:Neothelid overlords Baomals have two heads, a manifestation of allowing them to strike twice per turn without the minds of two powerful neothelids struggling usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known forsupremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths,attacking ships and tearing them open to devour their crews.
* VacuumMouth: They caneasily dominate the minds inhale tremendous amounts of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of yearswater, drawing targets towards their jaws in the dark beneath the world.process.
* {{Expy}}: ''Not'' to
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured
* MixAndMatchCritters: Giant sea turtles with
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience,
* MultipleHeadCase:
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for
* PsychicPowers: Neothelids are powerful telepaths,
* VacuumMouth: They can
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years
Changed line(s) 2228,2231 (click to see context) from:
[[folder:Pharmakos]]
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
Changed line(s) 2233,2235 (click to see context) from:
* AgonyBeam: A creature hit by a pharmakos' bite or claws is racked with waves of pain.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
to:
* AgonyBeam: A creature hit by a pharmakos' bite or claws is racked with waves ApocalypseCult: Star-spawn seed the creation of pain.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked withsuch agony cults that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoningprepare the faith, world and bring it to the infidel might brink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to betransformed into eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on apharmakos.mockery of human shape.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a
Changed line(s) 2238,2241 (click to see context) from:
[[folder:Quelaunt]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
->'''Level:''' 15
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2244,2246 (click to see context) from:
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
to:
Their 2nd Edition stats can be found in
Changed line(s) 2248,2249 (click to see context) from:
* TheBlank: A quelaunt has no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.
to:
* TheBlank: AbstractEater: Halfway. A quelaunt has no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed onvazgorlu does eat the negative emotions physical bodies of its prey, gaining strength but it also feeds on their metaphysical decay when their connections to the multiverse have been severed. As the latter can typically only happen in their Demiplane Lair, they usually eat there exclusively, while consumption elsewhere is merely a stopgap measure that doesn't truly sate them.
* AcidAttack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
* AllWebbedUp: They have a ranged web attack that physically anchors those it hits to the closest surface andsustenance metaphysically anchors them, preventing any sort of teleportation or dimensional travel.
* BigCreepyCrawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
* ColdIron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
* InnateNightvision: They have darkvision, a necessity when they nest in a demiplane with zero light.
* NoOntologicalInertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
* NoSell: Immune to acid, can't be paralyzed, and never sleep.
* NotQuiteFlight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they ''do'' have is a constant ''air walk'' effect, which serves a similar effect.
* PocketDimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel can escape on their own. Fortunately, they are freed if the demiplane collapses, which happens automatically if the vazgorlu is killed. Additionally, the vazgorlu must return to its lair every 24 hours or else it collapses anyways, ensuring any captives have a chance to try and escape through violence. Less fortunately, they ''are'' CR 20 creatures, so only the strongest combatants have a hope of beating them.
* TeleportInterdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
* VillainTeleportation: They can cast ''teleport'' three times a day and ''dimensional door'' at-will. They can also cast ''plane shift'', though only to and from theirdismay.Demiplane Lair.
* WallCrawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
* WeaponizedTeleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
* EmotionEater: Quelaunts feed on
* AcidAttack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
* AllWebbedUp: They have a ranged web attack that physically anchors those it hits to the closest surface and
* BigCreepyCrawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
* ColdIron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
* InnateNightvision: They have darkvision, a necessity when they nest in a demiplane with zero light.
* NoOntologicalInertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
* NoSell: Immune to acid, can't be paralyzed, and never sleep.
* NotQuiteFlight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they ''do'' have is a constant ''air walk'' effect, which serves a similar effect.
* PocketDimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel can escape on their own. Fortunately, they are freed if the demiplane collapses, which happens automatically if the vazgorlu is killed. Additionally, the vazgorlu must return to its lair every 24 hours or else it collapses anyways, ensuring any captives have a chance to try and escape through violence. Less fortunately, they ''are'' CR 20 creatures, so only the strongest combatants have a hope of beating them.
* TeleportInterdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
* VillainTeleportation: They can cast ''teleport'' three times a day and ''dimensional door'' at-will. They can also cast ''plane shift'', though only to and from their
* WallCrawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
* WeaponizedTeleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
Changed line(s) 2252,2253 (click to see context) from:
[[folder:Shrike Worm]]
->'''Level:''' 15
->'''Level:''' 15
to:
[[folder:Conqueror Worm]]
->'''Level:'''
Changed line(s) 2255,2259 (click to see context) from:
->'''Size:''' Huge
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
to:
->'''Size:''' Huge
Insidious creaturesGargantuan
Gigantic worms who rule "lesser empires" from theedge shadows, at least until they tire of reality who blur the line between the real their toys and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].maneuver them to their own destruction.
Insidious creatures
Gigantic worms who rule "lesser empires" from the
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Changed line(s) 2261,2263 (click to see context) from:
* MasterOfIllusion: They have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
to:
* MasterOfIllusion: TheChessmaster: A conqueror worm that takes interest in a region mentally commands its figureheads, manipulating them and playing them off each other like game pieces from behind the scenes. Most conqueror worms' victims don't even know they're subject to its machinations.
* ForTheEvulz: Conqueror worms spend their time sowing chaos and death in mortal nations [[ItAmusedMe purely for entertainment]], and once they get bored with whatever country they're manipulating, they arrange for the whole nation to be destroyed as thoroughly as possible.
* GrandTheftMe: When a conqueror worm dies, it telepathically projects its consciousness into a creature whose mind it previously infected. Would-be slayers of a conqueror worm need to locate its consciousness and end the possession before the worm rises again.
* PhysicalGod: They haveseveral illusion the ability to grant spells like actual deities, and can fool creatures into thinking the shrike most have at least a cult of followers.
* TransformationOfThePossessed: A host possessed by a conqueror wormitself is nothing but an illusion.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branchesundergoes terrible changes, becoming increasingly pale, balding and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.bloated, before the conqueror worm is reborn.
* ForTheEvulz: Conqueror worms spend their time sowing chaos and death in mortal nations [[ItAmusedMe purely for entertainment]], and once they get bored with whatever country they're manipulating, they arrange for the whole nation to be destroyed as thoroughly as possible.
* GrandTheftMe: When a conqueror worm dies, it telepathically projects its consciousness into a creature whose mind it previously infected. Would-be slayers of a conqueror worm need to locate its consciousness and end the possession before the worm rises again.
* PhysicalGod: They have
* TransformationOfThePossessed: A host possessed by a conqueror worm
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
Changed line(s) 2266,2271 (click to see context) from:
[[folder:Targotha]]
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Strange, eel-like creatures most at home in tar seeps and oil pits.
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Strange, eel-like creatures most at home in tar seeps and oil pits.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Strange, eel-like creatures most at home in tar seeps and oil pits.
In nightmare dimensions of unreality, the whims of alien gods shaped the hundun out of the desire to reduce the universe to nothing but random astronomic phenomenon devoid of life.
Changed line(s) 2273 (click to see context) from:
* ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.
to:
* ExtremophileLifeforms: They evolved on TheBlank: A hundun's robe-like skin obscures its face in darkness.
* CounterAttack: Any creature that attempts to affect aplanet largely covered hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
* EldritchAbomination: Hunduns are given life byhydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the overall hostility powers of Golarion's dry, water-rich alien climate managed gods in the nightmare dimensions of unreality beyond space and time. They embody aspects of the formless void that preceded the creation of the multiverse and reality accommodates their individual existences as intractable errors that must be continually accounted for yet can never fully be corrected.
* EvilCounterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort tosettle impose or maintain discipline, structure or regulation. However, hunduns have nothing but contempt for proteans, their strange religion, and the spontaneous, ephemeral acts of creation in which proteans delight; instead, they seek to spread the freedom and truth of pure entropy to all creation.
* InTheHood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
* NoFaceUnderTheMask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
* OmnicidalManiac: Hunduns are the incarnation of the desire to reduce the multiverse to alarge system tar pits.space filled with nothing but randomly fluctuating energy fields and gravitic curvatures.
* CounterAttack: Any creature that attempts to affect a
* EldritchAbomination: Hunduns are given life by
* EvilCounterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort to
* InTheHood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
* NoFaceUnderTheMask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
* OmnicidalManiac: Hunduns are the incarnation of the desire to reduce the multiverse to a
Changed line(s) 2276,2277 (click to see context) from:
[[folder:Tolokand]]
->'''Level:''' 15
->'''Level:''' 15
to:
->'''Level:'''
Changed line(s) 2279 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeGargantuan
Changed line(s) 2281 (click to see context) from:
* WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking the earth asunder, and staining the ground with their foul blood.
to:
* WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking LivingApart: A lophiithu's stomachs are scattered across islands in the earth asunder, and staining Maelstrom, regardless of the ground with their foul blood.location of the rest of its body.
Changed line(s) 2284,2289 (click to see context) from:
[[folder:Whyrlish]]
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.
to:
[[folder:Havero]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_havero.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Jellyfish-like creatures that gain sustenance from
Entities of deepest blackness of space, who on terrible occasions may be drawn to inhabited worlds, putting all the
Changed line(s) 2291,2292 (click to see context) from:
* ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of electricity from their bell.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
to:
* ElectricJellyfish: Whyrlishes AcidAttack: An acid spewer is one of the options a havero can have for its limbs. It can only have one at a time, unlike its other limb options, but it can upgrade it to do more damage and have a longer range rather than developing more of the same limb type.
* BatmanCanBreatheInSpace: They have the breathless quality, making oxygen unneeded for them.
* CognizantLimbs: There aregiant jellyfish-like creatures that can emit stats provided to fight a powerful discharge single havero tentacle. These aren't used for normal fights against them, but for situations like a single tentacle reaching through a portal or lashing out at things around the still-sleeping havero.
* CombatTentacles: Haveros have a bunch ofelectricity from their bell.
* PowerNullifier: The whyrlish'sMorphWeapon tentacles, the most standard of which are plain tentacles are laced with supernatural microscopic cnidocytes, used for bludgeoning, of which nullify it can have twenty at a time if it invests in nothing else. Other options include tentacles meant to grab targets, tentacles meant to seize and rip targets in half, and bladed tentacles to slash at foes.
* ExtraEyes: Ocular tentacles let it form eyes on thetarget's ends of its tentacles to increase its Perception bonus.
* HealingFactor: They have fast healing 25, the highest that can occur in the game.
* IntangibleMan: Not entirely, but it can create incorporeal tentacles that have a Negative Energy touch attack with Charisma drain, with the bonus of being able to strike at targets through solid objects and hit incorporeal creatures.
* MadeOfIron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, andimmunity fire.
* MeaningfulName: It roughly means "smothering arms", presumably in Thassilonian.
* MorphWeapon: Haveros have twenty "appendage points", which it can use toelectricity.create different limbs for different values of points. At any time it can reabsorb these limbs to regain the points and create new appendages.
* TheNeedless: They don't breathe, they don't need to eat or drink, and they don't age.
* NoSell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as their minds are too alien to manipulate).
* PoisonedWeapons: One of the appendage options is a poison stinger.
* PokeInTheThirdEye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a ''feeblemind'' effect if they fail a save.
* PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
* TheSpook: Thanks to living far out in the vast emptiness of space, very little is known about them.
* StatusBuff: A havero can create armored tentacles it can wrap around itself to boost its AC.
* {{Telepathy}}: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
* WeakenedByTheLight: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
* BatmanCanBreatheInSpace: They have the breathless quality, making oxygen unneeded for them.
* CognizantLimbs: There are
* CombatTentacles: Haveros have a bunch of
* PowerNullifier: The whyrlish's
* ExtraEyes: Ocular tentacles let it form eyes on the
* HealingFactor: They have fast healing 25, the highest that can occur in the game.
* IntangibleMan: Not entirely, but it can create incorporeal tentacles that have a Negative Energy touch attack with Charisma drain, with the bonus of being able to strike at targets through solid objects and hit incorporeal creatures.
* MadeOfIron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and
* MeaningfulName: It roughly means "smothering arms", presumably in Thassilonian.
* MorphWeapon: Haveros have twenty "appendage points", which it can use to
* TheNeedless: They don't breathe, they don't need to eat or drink, and they don't age.
* NoSell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as their minds are too alien to manipulate).
* PoisonedWeapons: One of the appendage options is a poison stinger.
* PokeInTheThirdEye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a ''feeblemind'' effect if they fail a save.
* PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
* TheSpook: Thanks to living far out in the vast emptiness of space, very little is known about them.
* StatusBuff: A havero can create armored tentacles it can wrap around itself to boost its AC.
* {{Telepathy}}: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
* WeakenedByTheLight: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
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!!Level 16
[[folder:Scylla]]
->'''Level:''' 16
->'''Alignment:''' ChaoticEvil
[[folder:Scylla]]
->'''Level:''' 16
->'''Alignment:''' ChaoticEvil
to:
!!Level 16
[[folder:Scylla]]
25
[[folder:Drakainia]]
->'''Level:'''16
25
->'''Mythic Rating:''' 10
->'''Alignment:'''ChaoticEvilNeutralEvil
[[folder:Scylla]]
[[folder:Drakainia]]
->'''Level:'''
->'''Mythic Rating:''' 10
->'''Alignment:'''
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Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
to:
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* MultipleHeadCase: A scylla has the upper body of a human woman and a lower body full of wolf heads.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
to:
* MultipleHeadCase: A scylla has MotherOfAThousandYoung: They have the upper body ability to give birth to any creatures of a human woman their size or smaller. Such creatures are BornAsAnAdult and a lower body full of wolf heads.
are presumably loyal to the drakainia.
*SeaMonster: Scyllas dwell near major shipping lanes, TeleFrag: They have an ability called "Invert Birth" that lets them teleport to where they lure ships to one of their doom.offspring is. Such teleportation invariably kills said offspring, though the drakainia [[YouHaveOutlivedYourUsefulNess doesn't seem to care]].
*
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!!Level 17
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
----
* AbsoluteXenophobe: Luscas brook no other large predators in their claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
[[/folder]]
[[folder:Plankta]]
->'''Level:''' 17
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
Creatures born from the shattered remains of fallen civilisations.
----
* RockMonster: The plankta is a rocky creature formed from the ruins of buildings and statues built by ancient civilisations.
* SeaMonster: Planktas dwell in the sea and seek to sink ships and destroy cities in the hope of creating more of their kind.
[[/folder]]
[[folder:Vaspercham]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
----
* CombatTentacles: The vaspercham can attack with four tentacles.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the shallows near shorelines.
[[/folder]]
!!Level 18
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* EyesDoNotBelongThere: A deghuun can move its single, golden eye across the venthole-like craters that dot the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.
[[/folder]]
[[folder:Myrucarx]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* CombatTentacles: A myrucarx attacks with two tentacles ending in gnashing jaws.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.
[[/folder]]
[[folder:Thessalhydra]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
----
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
[[/folder]]
[[folder:Vitalia]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* BloodyMurder: At range, vitalias attack by squirting their acidic blood.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
[[/folder]]
!Level 19
[[folder:Shoggoth]]
->'''Level:''' 19
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Huge
----
* BlackSpeech: A shoggoth can utter sounds and words sane life was not meant to hear.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their creators.
[[/folder]]
!!Level 20
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
->'''Level:''' 20
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
----
* BeastOfBattle: In the modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
[[/folder]]
[[folder:Star-spawn of Cthulhu]]
->'''Level:''' 20
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
----
* ApocalypseCult: Star-spawn seed the creation of such cults that prepare the world and bring it to the brink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
[[/folder]]
[[folder:Vazgorlu]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
->'''Level:''' 20
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
----
* AbstractEater: Halfway. A vazgorlu does eat the physical bodies of its prey, but it also feeds on their metaphysical decay when their connections to the multiverse have been severed. As the latter can typically only happen in their Demiplane Lair, they usually eat there exclusively, while consumption elsewhere is merely a stopgap measure that doesn't truly sate them.
* AcidAttack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
* AllWebbedUp: They have a ranged web attack that physically anchors those it hits to the closest surface and metaphysically anchors them, preventing any sort of teleportation or dimensional travel.
* BigCreepyCrawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
* ColdIron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
* InnateNightvision: They have darkvision, a necessity when they nest in a demiplane with zero light.
* NoOntologicalInertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
* NoSell: Immune to acid, can't be paralyzed, and never sleep.
* NotQuiteFlight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they ''do'' have is a constant ''air walk'' effect, which serves a similar effect.
* PocketDimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel can escape on their own. Fortunately, they are freed if the demiplane collapses, which happens automatically if the vazgorlu is killed. Additionally, the vazgorlu must return to its lair every 24 hours or else it collapses anyways, ensuring any captives have a chance to try and escape through violence. Less fortunately, they ''are'' CR 20 creatures, so only the strongest combatants have a hope of beating them.
* TeleportInterdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
* VillainTeleportation: They can cast ''teleport'' three times a day and ''dimensional door'' at-will. They can also cast ''plane shift'', though only to and from their Demiplane Lair.
* WallCrawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
* WeaponizedTeleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
[[/folder]]
!!Level 21
[[folder:Conqueror Worm]]
->'''Level:''' 21
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
Gigantic worms who rule "lesser empires" from the shadows, at least until they tire of their toys and maneuver them to their own destruction.
----
* TheChessmaster: A conqueror worm that takes interest in a region mentally commands its figureheads, manipulating them and playing them off each other like game pieces from behind the scenes. Most conqueror worms' victims don't even know they're subject to its machinations.
* ForTheEvulz: Conqueror worms spend their time sowing chaos and death in mortal nations [[ItAmusedMe purely for entertainment]], and once they get bored with whatever country they're manipulating, they arrange for the whole nation to be destroyed as thoroughly as possible.
* GrandTheftMe: When a conqueror worm dies, it telepathically projects its consciousness into a creature whose mind it previously infected. Would-be slayers of a conqueror worm need to locate its consciousness and end the possession before the worm rises again.
* PhysicalGod: They have the ability to grant spells like actual deities, and most have at least a cult of followers.
* TransformationOfThePossessed: A host possessed by a conqueror worm undergoes terrible changes, becoming increasingly pale, balding and bloated, before the conqueror worm is reborn.
[[/folder]]
[[folder:Hundun]]
->'''Level:''' 21
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
In nightmare dimensions of unreality, the whims of alien gods shaped the hundun out of the desire to reduce the universe to nothing but random astronomic phenomenon devoid of life.
----
* TheBlank: A hundun's robe-like skin obscures its face in darkness.
* CounterAttack: Any creature that attempts to affect a hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
* EldritchAbomination: Hunduns are given life by the powers of alien gods in the nightmare dimensions of unreality beyond space and time. They embody aspects of the formless void that preceded the creation of the multiverse and reality accommodates their individual existences as intractable errors that must be continually accounted for yet can never fully be corrected.
* EvilCounterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort to impose or maintain discipline, structure or regulation. However, hunduns have nothing but contempt for proteans, their strange religion, and the spontaneous, ephemeral acts of creation in which proteans delight; instead, they seek to spread the freedom and truth of pure entropy to all creation.
* InTheHood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
* NoFaceUnderTheMask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
* OmnicidalManiac: Hunduns are the incarnation of the desire to reduce the multiverse to a space filled with nothing but randomly fluctuating energy fields and gravitic curvatures.
[[/folder]]
[[folder:Lophiithu]]
->'''Level:''' 21
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
----
* LivingApart: A lophiithu's stomachs are scattered across islands in the Maelstrom, regardless of the location of the rest of its body.
[[/folder]]
!!Level 24
[[folder:Havero]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_havero.PNG]]
->'''Level:''' 24
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
Entities of deepest blackness of space, who on terrible occasions may be drawn to inhabited worlds, putting all the races of the planet into reach of its endless, ruinous arms.
----
* AcidAttack: An acid spewer is one of the options a havero can have for its limbs. It can only have one at a time, unlike its other limb options, but it can upgrade it to do more damage and have a longer range rather than developing more of the same limb type.
* BatmanCanBreatheInSpace: They have the breathless quality, making oxygen unneeded for them.
* CognizantLimbs: There are stats provided to fight a single havero tentacle. These aren't used for normal fights against them, but for situations like a single tentacle reaching through a portal or lashing out at things around the still-sleeping havero.
* CombatTentacles: Haveros have a bunch of MorphWeapon tentacles, the most standard of which are plain tentacles used for bludgeoning, of which it can have twenty at a time if it invests in nothing else. Other options include tentacles meant to grab targets, tentacles meant to seize and rip targets in half, and bladed tentacles to slash at foes.
* ExtraEyes: Ocular tentacles let it form eyes on the ends of its tentacles to increase its Perception bonus.
* HealingFactor: They have fast healing 25, the highest that can occur in the game.
* IntangibleMan: Not entirely, but it can create incorporeal tentacles that have a Negative Energy touch attack with Charisma drain, with the bonus of being able to strike at targets through solid objects and hit incorporeal creatures.
* MadeOfIron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and fire.
* MeaningfulName: It roughly means "smothering arms", presumably in Thassilonian.
* MorphWeapon: Haveros have twenty "appendage points", which it can use to create different limbs for different values of points. At any time it can reabsorb these limbs to regain the points and create new appendages.
* TheNeedless: They don't breathe, they don't need to eat or drink, and they don't age.
* NoSell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as their minds are too alien to manipulate).
* PoisonedWeapons: One of the appendage options is a poison stinger.
* PokeInTheThirdEye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a ''feeblemind'' effect if they fail a save.
* PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
* TheSpook: Thanks to living far out in the vast emptiness of space, very little is known about them.
* StatusBuff: A havero can create armored tentacles it can wrap around itself to boost its AC.
* {{Telepathy}}: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
* WeakenedByTheLight: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
[[/folder]]
!!Level 25
[[folder:Drakainia]]
->'''Level:''' 25
->'''Mythic Rating:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Powerful monsters who spawn lesser abominations.
----
* MotherOfAThousandYoung: They have the ability to give birth to any creatures of their size or smaller. Such creatures are BornAsAnAdult and are presumably loyal to the drakainia.
* TeleFrag: They have an ability called "Invert Birth" that lets them teleport to where one of their offspring is. Such teleportation invariably kills said offspring, though the drakainia [[YouHaveOutlivedYourUsefulNess doesn't seem to care]].
[[/folder]]
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The vanguard and coordinators of the Dominion, accomplishing plans even they frequently have little idea of and preparing the worlds they land on for invasion.
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* NamedAfterTheirPlanet: Horrifically justified, xoarians were created by the living planer Xoar to defend itself. As [[TurnedAgainstTheirMasters they killed and ate Xoar]], they are the only things living that are left of it.
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* LargeAndInCharge: Those few grindylows who keep growing throughout their lives often become champions of their schools.
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!!Level 7
[[folder:Aatheriexa]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
[[folder:Aatheriexa]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
to:
[[folder:Aatheriexa]]
->'''Level:'''
->'''Alignment:''' NeutralEvil
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Once a race of conquerors and slavers, the destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
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* ExtraEyes: An aatheriexa has an eye at the end of every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
to:
* ExtraEyes: An aatheriexa ChestBurster: Zecuis can only grow to adulthood within a host creature, usually a humanoid or larger animal. When the larva matures, it kills the host before the adult zecui emerges from the corpse.
* ImAHumanitarian: During lean times, zecui adults sate their hunger by the hosts of their own larvae.
* PuppeteerParasite: Once a zecui larva hasan eye at the end of every gestated long enough, it can take control of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.host.
* ImAHumanitarian: During lean times, zecui adults sate their hunger by the hosts of their own larvae.
* PuppeteerParasite: Once a zecui larva has
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
Changed line(s) 1303,1304 (click to see context) from:
[[folder:Capramace]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
[[folder:Aatheriexa]]
Changed line(s) 1306,1309 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''Large
Creatures resemblingMedium
Once ahybrid race of goat conquerors and human with an incredibly short temper. Their stats can be found in ''Wardens of slavers, the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
->'''Size:'''
Creatures resembling
Once a
Changed line(s) 1311 (click to see context) from:
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
to:
* FaunsAndSatyrs: Capramaces are apparently ExtraEyes: An aatheriexa has an eye at the result end of some magical combination between human and goat.every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
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[[folder:Capramace]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
----
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
[[/folder]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
----
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
[[/folder]]
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* TheAgeless: Alghollthus rarely die of old age due to their ability to repair any genetic loss and rejuvenate their physical bodies.
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* OrganicTechnology: The Dominion makes extensive use of biotech, to the point that it's unclear if there's even a difference between their tech and themselves. The neh-thalggu in particular are masters of it.
to:
* OrganicTechnology: The Dominion makes extensive use of biotech, to the point that it's unclear if there's even a difference between their tech and themselves. The neh-thalggu jah-tohl in particular are masters of it.
Changed line(s) 165 (click to see context) from:
Weird beasts that resemble [[MyBrainIsBig giant brains]] with lion legs, xoarians are cunning psychic ambush predators who utterly consume their target's mind and then pilot around the EmptyShell to [[ParanoiaFuel search for more prey]].
to:
Weird beasts that resemble [[MyBrainIsBig giant brains]] with lion legs, tentacles, xoarians are cunning psychic ambush predators who utterly consume their target's mind and then pilot around the EmptyShell to [[ParanoiaFuel search for more prey]].
Changed line(s) 167,168 (click to see context) from:
* AlternateCompanyEquivalent: Although intellect devourers have long been a classic ''TabletopGame/DungeonsAndDragons'' monster, they received further development in ''TabletopGame/{{Pathfinder}}'' as alien monsters that eat brains and enslave people, in effect loosely serving as the replacement for ''D&D'''s non-OGL mind flayers.
* BrainMonster: A xoarian is a brain running around on four lion legs.
* BrainMonster: A xoarian is a brain running around on four lion legs.
to:
* AlternateCompanyEquivalent: Although intellect devourers have long been Xoarians are a reimagined version of the classic ''TabletopGame/DungeonsAndDragons'' monster, they received further development in ''TabletopGame/{{Pathfinder}}'' as alien monsters that eat brains intellect devourer, and enslave people, in effect loosely serving also serve as the replacement for ''D&D'''s non-OGL mind flayers.
flayers, being alien monsters that eat brains and enslave people.
* ArtEvolution: In the Remaster, the xoarian's lion legs were replaced by tentacles, to distinguish them from the classic ''D&D'' intellect devourer.
* BrainMonster: A xoarian is a brainrunning around on four lion legs.with five tentacles.
* ArtEvolution: In the Remaster, the xoarian's lion legs were replaced by tentacles, to distinguish them from the classic ''D&D'' intellect devourer.
* BrainMonster: A xoarian is a brain
Changed line(s) 175 (click to see context) from:
!!Neh-thalggu
to:
Changed line(s) 181 (click to see context) from:
One of the most prominent representatives of the collective of alien, flesh molded species known as [[GalacticConquerer the Dominion of the Black]], brain collectors, known more properly as the neh-thalggu, are living supercomputers who, as their common name suggests, [[HumanResources harvest the brains]] of sentient beings to augment their own.
to:
One of the most prominent representatives of the collective of alien, flesh molded species known as [[GalacticConquerer the Dominion of the Black]], brain collectors, mind snatchers, known more properly as the neh-thalggu, jah-tohl, are living supercomputers who, as their common name suggests, [[HumanResources harvest the brains]] of sentient beings to augment their own.
* AdaptationNameChange: Their common and true names were changed from ''brain collector'' and ''neh-thalggu'' (as was the case in ''TabletopGame/DungeonsAndDragons'') to ''mind snatcher'' and ''jah-tohl'' in the Remaster.
Changed line(s) 185,189 (click to see context) from:
%%* BigCreepyCrawlies
* BrainTheft: Their common name comes from their ability to remove brains from living humanoids and store them in special blisters on their bodies, which they wire into their own nervous systems in order to increase their intellect and brainpower. [[AndIMustScream The captured brains are still alive and aware through this process]]; the neh-thalggus don't care. Old and powerful neh-thalggus can absorb their stored brains to transform into larger, stronger yah-thelgaads.
* GiantEnemyCrab: They look like giant, oblong crab... things.
%%* MonsterLord
* BrainTheft: Their common name comes from their ability to remove brains from living humanoids and store them in special blisters on their bodies, which they wire into their own nervous systems in order to increase their intellect and brainpower. [[AndIMustScream The captured brains are still alive and aware through this process]]; the neh-thalggus don't care. Old and powerful neh-thalggus can absorb their stored brains to transform into larger, stronger yah-thelgaads.
* GiantEnemyCrab: They look like giant, oblong crab... things.
%%* MonsterLord
to:
*
%%* MonsterLord
Changed line(s) 320,321 (click to see context) from:
[[folder:Naga]]
Intelligent, magical snakelike beings, nagas possess immense wisdom and a complex social structure. Creators of the nagaji and rulers of Nagajor.
Intelligent, magical snakelike beings, nagas possess immense wisdom and a complex social structure. Creators of the nagaji and rulers of Nagajor.
to:
Intelligent, magical snakelike beings, nagas possess immense wisdom and a complex social structure. Creators of the nagaji and rulers of Nagajor.
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Changed line(s) 323,330 (click to see context) from:
* ArtEvolution: In 1st Edition, different species of naga had different degrees of anthropomorphism, ranging from a whole human head, neck and shoulders (lunar naga) to a human face only (royal naga). In 2nd Edition, all nagas are as anthropomorphic as each other, possessing a human head on a snake body.
* {{Precursors}}: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbled and humans replaced them as the subcontinent's dominant race.
* SnakePeople: In 1st Edition, the most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads. In 2nd Edition, all nagas have a human head and snake body.
!!Lunar Naga
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
* {{Precursors}}: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbled and humans replaced them as the subcontinent's dominant race.
* SnakePeople: In 1st Edition, the most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads. In 2nd Edition, all nagas have a human head and snake body.
!!Lunar Naga
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
to:
* ArtEvolution: DetachableLowerHalf: All tanggals separate from their body in some form. The penanggalan and balan-balan split from the neck; the manananggal from the waist.
* HumanDisguise: When wearing their bodies, tanggals appear as and move about like normal humans. The faint scar ringing a penanggalan's neck can be explained away as a blemish and can be hidden under a flashy necklace, while the faint, sour scent of their preserved body is not uncommon in their tropical home.
* {{Retcon}}: In 1st Edition,different species of naga had different degrees of anthropomorphism, ranging from a whole human head, neck these creatures were undead, with the penanggalan and shoulders (lunar naga) manananggal being equivalents to a human face only (royal naga). true vampires and vampire spawn, respectively. In 2nd Edition, all nagas are they were retooled as anthropomorphic as each other, possessing a human head on a snake body.
* {{Precursors}}: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbledliving creatures that still age and humans replaced them as the subcontinent's dominant race.
* SnakePeople: In 1st Edition, the most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads. In 2nd Edition, all nagas have a human head and snake body.
!!Lunar Naga
die.
!!Penanggalan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png]]
->'''Level:'''6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large5
* HumanDisguise: When wearing their bodies, tanggals appear as and move about like normal humans. The faint scar ringing a penanggalan's neck can be explained away as a blemish and can be hidden under a flashy necklace, while the faint, sour scent of their preserved body is not uncommon in their tropical home.
* {{Retcon}}: In 1st Edition,
* {{Precursors}}: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbled
* SnakePeople: In 1st Edition, the most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads. In 2nd Edition, all nagas have a human head and snake body.
!!Lunar Naga
!!Penanggalan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png]]
->'''Level:'''
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Changed line(s) 332,339 (click to see context) from:
* FantasticDrug: Some people enjoy the effects of lunar naga venom and have developed ways to enhance the euphoric qualities through alchemical refinement.
* ForcedSleep: Once a creature falls unconscious from lunar naga venom, they remain asleep unless woken.
* MassHypnosis: A lunar naga can twist the coils of its serpentine body to create a swirl of light and darkness that mesmerises all nearby creatures.
!!Dark Naga
->'''Level:''' 7
->'''Alignment:''' LawfulEvil
->'''Size:''' Large
* ForcedSleep: Once a creature falls unconscious from lunar naga venom, they remain asleep unless woken.
* MassHypnosis: A lunar naga can twist the coils of its serpentine body to create a swirl of light and darkness that mesmerises all nearby creatures.
!!Dark Naga
->'''Level:''' 7
->'''Alignment:''' LawfulEvil
->'''Size:''' Large
to:
* FantasticDrug: Some people enjoy the effects of lunar naga venom and ChildEater: Penanggalans have developed ways to enhance an evil hunger for the euphoric qualities through alchemical refinement.
blood and entrails of the young.
*ForcedSleep: Once TheHeartless: Becoming a creature falls unconscious from lunar naga venom, they remain asleep unless woken.
penanggalan requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
*MassHypnosis: A lunar naga OlderThanTheyLook: Penanggalans retain their youthful appearance throughout their lives, but still die of old age.
* OverlyLongTongue: The penanggalan's tongue cantwist extend to a length of 10 feet, the coils of its serpentine body to create a swirl of light membrane stretching and darkness that mesmerises all nearby creatures.
!!Dark Naga
becoming translucent.
!!Manananggal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/manananggal.png]]
->'''Level:'''7
->'''Alignment:''' LawfulEvil
->'''Size:''' Large8
*
*
* OverlyLongTongue: The penanggalan's tongue can
!!Dark Naga
!!Manananggal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/manananggal.png]]
->'''Level:'''
->'''Alignment:''' LawfulEvil
->'''Size:''' Large
Changed line(s) 341,347 (click to see context) from:
* EvilOverlord: Some particularly social dark nagas may become wicked despots who rule over enclaves of captive or unsuspecting subjects.
* PsychicBlockDefense: Dark nagas are immune to any form of mind reading.
!!Water Naga
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
* PsychicBlockDefense: Dark nagas are immune to any form of mind reading.
!!Water Naga
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
* EvilOverlord: Some particularly social dark nagas may become wicked despots who rule over enclaves OverlyLongTongue: Manananggals use their long, hollow tongues to drain victims' blood from vital organs.
* SupernaturalRepellent: Manananggals abhor the merest scent ofcaptive or unsuspecting subjects.
vinegar.
*PsychicBlockDefense: Dark nagas are immune VampiricDraining: Manananggals use their long, hollow tongues to any form of mind reading.
!!Water Naga
->'''Level:''' 7
drain victims' blood from vital organs such as the liver.
[[/folder]]
[[folder:Will-o'-Wisp]]
->'''Alignment:'''TrueNeutral
ChaoticEvil
->'''Size:'''LargeSmall
* SupernaturalRepellent: Manananggals abhor the merest scent of
*
!!Water Naga
->'''Level:''' 7
[[/folder]]
[[folder:Will-o'-Wisp]]
->'''Alignment:'''
->'''Size:'''
Changed line(s) 349,354 (click to see context) from:
* TheStoryteller: Those who live near water nagas often offer them rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant peoples. Enjoying flattery, exciting tales and the adoration of such lesser creatures, most water nagas take pride in their roles as travellers, but quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard.
!!Dream Naga
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
!!Dream Naga
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
* TheStoryteller: Those who live near water nagas often offer them rich local delicacies, hoping to learn of nearby lands EmotionEater: Most will-o'-wisps feed on the fear and pass pain of dying creatures. They claim that different types of fear have different flavors -- the growing dread as one begins to realize that he's hopelessly lost "tastes" differently from the terror some feels when she stumbles across a hungry beast, for instance -- so they try to vary what sort of danger they lure people into to spice up their diets. Some will-o'-wisp variants feast on other negative emotions, such as confusion or hatred.
* InvisibleMonsters: Will-o'-wisps can extinguish their illumination entirely to become invisible.
* WillOTheWisp: Floating balls of light that can modify their appearance to take on a number of forms -- winged humanoids, floating skulls, and so on. They lure travelers into the wilderness and feed on theirown stories to distant peoples. Enjoying flattery, exciting tales and the adoration of such lesser creatures, most water nagas take pride in their roles as travellers, but quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard.
!!Dream Naga
life energy when they die.
!!Flickerwisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_flickerwisp.png]]
->'''Level:'''9
->'''Alignment:''' TrueNeutral
->'''Size:''' Large2
* InvisibleMonsters: Will-o'-wisps can extinguish their illumination entirely to become invisible.
* WillOTheWisp: Floating balls of light that can modify their appearance to take on a number of forms -- winged humanoids, floating skulls, and so on. They lure travelers into the wilderness and feed on their
!!Dream Naga
!!Flickerwisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_flickerwisp.png]]
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Changed line(s) 356,361 (click to see context) from:
* DreamWalker: A dream naga can physically enter dreamscapes in the Dimension of Dreams and dwell within those dreams without debilitating effects.
!!Slime Naga
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
!!Slime Naga
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
* DreamWalker: DeliriousMisidentification: A dream naga can physically enter dreamscapes flickerwisp's appearance registers strangely in the Dimension minds of Dreams and dwell within those dreams without debilitating effects.
!!Slime Naga
creatures who are confused, who will never attack flickerwisps unless attacked first.
!!Will-o'-Wisp
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_will_o_wisp.png]]
->'''Level:'''9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large6
Luminescent creatures that pose as man-made lights to lure the unwary into danger.
!!Slime Naga
!!Will-o'-Wisp
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_will_o_wisp.png]]
->'''Level:'''
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Luminescent creatures that pose as man-made lights to lure the unwary into danger.
Changed line(s) 363,369 (click to see context) from:
* {{Blackmail}}: Slime naga schemes almost always involve blackmail.
* GodGuise: Slime nagas often build cults from those who share their sewers, masquerading as heralds of Dhalavei, Jubilex or Cyth-V'sug or even deities in their own right.
!!Spirit Naga
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
* GodGuise: Slime nagas often build cults from those who share their sewers, masquerading as heralds of Dhalavei, Jubilex or Cyth-V'sug or even deities in their own right.
!!Spirit Naga
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
* {{Blackmail}}: Slime naga schemes almost always involve blackmail.
* GodGuise: Slime nagas often build cults from those who shareMagicEater: Unlike their sewers, masquerading as heralds cousins, spellvoids do not feed on fear, but on the magic lodged in the minds of Dhalavei, Jubilex or Cyth-V'sug or even deities in their own right.
!!Spirit Naga
victims.
* PlayingWithFire: Dune candles attack with fire instead of electricity, and delight in setting victims ablaze.
* UndergroundMonkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
* WithCatlikeTread: Dune candles can quench their glow like other will-o'-wisps, but not their heat shimmer, which becomes increasingly obvious the nearer they approach victims.
!!Voidglutton
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png]]
->'''Level:'''9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large8
* GodGuise: Slime nagas often build cults from those who share
!!Spirit Naga
* PlayingWithFire: Dune candles attack with fire instead of electricity, and delight in setting victims ablaze.
* UndergroundMonkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
* WithCatlikeTread: Dune candles can quench their glow like other will-o'-wisps, but not their heat shimmer, which becomes increasingly obvious the nearer they approach victims.
!!Voidglutton
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png]]
->'''Level:'''
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Changed line(s) 371,376 (click to see context) from:
* WickedWitch: The spirit naga holds a contemptible place similar to that of humanoid hags: decrepit hermit sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers. Like hags, spirit nagas can form covens or join a hag or witch coven.
!!Guardian Naga
->'''Level:''' 10
->'''Alignment:''' LawfulGood
->'''Size:''' Large
!!Guardian Naga
->'''Level:''' 10
->'''Alignment:''' LawfulGood
->'''Size:''' Large
to:
* WickedWitch: The spirit naga holds ExtraEyes: A voidglutton appears as a contemptible place similar to that seething sphere of humanoid hags: decrepit hermit sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers. Like hags, spirit nagas can form covens or join a hag or witch coven.
!!Guardian Naga
glowing eyes swirling around an empty black vortex.
!!Dread Wisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png]]
->'''Level:'''10
->'''Alignment:''' LawfulGood
->'''Size:''' Large9
!!Guardian Naga
!!Dread Wisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png]]
->'''Level:'''
->'''Alignment:''' LawfulGood
->'''Size:''' Large
Changed line(s) 378,383 (click to see context) from:
* CreepyGood: Despite their ferocious appearance, guardian nagas are dutiful protectors of places of fundamental power and sanctity.
!!Royal Naga
->'''Level:''' 11
->'''Alignment:''' LawfulNeutral
->'''Size:''' Huge
!!Royal Naga
->'''Level:''' 11
->'''Alignment:''' LawfulNeutral
->'''Size:''' Huge
to:
* CreepyGood: Despite SupernaturalFearInducer: Dread wisps can instil terror with their ferocious appearance, guardian nagas are dutiful protectors of places of fundamental power own flickering and sanctity.
!!Royal Naga
->'''Level:''' 11
subsequently feed on the fear they created.
[[/folder]]
!Other Aberrations
!!Templates
[[folder:Black-Blooded]]
->'''Level Adjustment:''' + 1
->'''Alignment:'''LawfulNeutral
->'''Size:''' HugeChaoticEvil
Creatures corrupted by the Black Blood from the Vault of Orv.
!!Royal Naga
->'''Level:''' 11
[[/folder]]
!Other Aberrations
!!Templates
[[folder:Black-Blooded]]
->'''Level Adjustment:''' + 1
->'''Alignment:'''
->'''Size:''' Huge
Creatures corrupted by the Black Blood from the Vault of Orv.
Changed line(s) 385,396 (click to see context) from:
* DeadlyGaze: A royal naga has a piercing stare capable of deafening or blinding those that meet its gazes.
* SplitPersonality: Royal nagas that suffer great trauma or a loss status often develop multiple-personality disorders, seeing other aspects of themselves as their own arch-enemies.
!!Deep Naga
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* AddictiveMagic: Deep nagas have a fixation on magic that goes beyond mere survival and is more akin to an addiction.
* MagicEater: A deep naga draws magical energy from its surroundings and spells that fail to pierce its resistance.
* StatusBuffDispel: A deep naga's bite and breath weapon have powerful dispelling effects.
* ToServeMan: Deep nagas especially enjoy the flesh of magic users, which makes dealing with them even more dangerous for xulgath or skum shamans. If a naga is in a bad mood, the head shaman might be tempted to send an apprentice in his place.
* SplitPersonality: Royal nagas that suffer great trauma or a loss status often develop multiple-personality disorders, seeing other aspects of themselves as their own arch-enemies.
!!Deep Naga
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* AddictiveMagic: Deep nagas have a fixation on magic that goes beyond mere survival and is more akin to an addiction.
* MagicEater: A deep naga draws magical energy from its surroundings and spells that fail to pierce its resistance.
* StatusBuffDispel: A deep naga's bite and breath weapon have powerful dispelling effects.
* ToServeMan: Deep nagas especially enjoy the flesh of magic users, which makes dealing with them even more dangerous for xulgath or skum shamans. If a naga is in a bad mood, the head shaman might be tempted to send an apprentice in his place.
to:
* DeadlyGaze: A royal naga has a piercing stare capable AlienBlood: Black-blooded creatures constantly leak and spray bursts of deafening or blinding those freezing black blood.
* BreathWeapon: A black-blooded creature can breathe a cone of black blood.
* ToxicPhlebotinum: The black blood is antithetical to all life, and slowly kill creatures thatmeet its gazes.
* SplitPersonality: Royal nagas that suffer great trauma or a loss status often develop multiple-personality disorders, seeing other aspects of themselves as their own arch-enemies.
!!Deep Naga
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* AddictiveMagic: Deep nagas have a fixation on magic that goes beyond mere survival and is more akin to an addiction.
* MagicEater: A deep naga draws magical energy from its surroundings and spells that fail to pierce its resistance.
* StatusBuffDispel: A deep naga's bite and breath weapon have powerful dispelling effects.
* ToServeMan: Deep nagas especially enjoy the flesh of magic users, which makes dealing with them even more dangerous for xulgath or skum shamans. If a naga is in a bad mood, the head shaman might be tempted to send an apprentice in his place.it mutates.
* BreathWeapon: A black-blooded creature can breathe a cone of black blood.
* ToxicPhlebotinum: The black blood is antithetical to all life, and slowly kill creatures that
* SplitPersonality: Royal nagas that suffer great trauma or a loss status often develop multiple-personality disorders, seeing other aspects of themselves as their own arch-enemies.
!!Deep Naga
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
----
* AddictiveMagic: Deep nagas have a fixation on magic that goes beyond mere survival and is more akin to an addiction.
* MagicEater: A deep naga draws magical energy from its surroundings and spells that fail to pierce its resistance.
* StatusBuffDispel: A deep naga's bite and breath weapon have powerful dispelling effects.
* ToServeMan: Deep nagas especially enjoy the flesh of magic users, which makes dealing with them even more dangerous for xulgath or skum shamans. If a naga is in a bad mood, the head shaman might be tempted to send an apprentice in his place.
Changed line(s) 399,401 (click to see context) from:
[[folder:Tanggal]]
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
to:
->'''Level Adjustment:''' + 1
->'''Alignment:'''
->'''Size:'''
Changed line(s) 403,409 (click to see context) from:
* DetachableLowerHalf: All tanggals separate from their body in some form. The penanggalan and balan-balan split from the neck; the manananggal from the waist.
* HumanDisguise: When wearing their bodies, tanggals appear as and move about like normal humans. The faint scar ringing a penanggalan's neck can be explained away as a blemish and can be hidden under a flashy necklace, while the faint, sour scent of their preserved body is not uncommon in their tropical home.
* {{Retcon}}: In 1st Edition, these creatures were undead, with the penanggalan and manananggal being equivalents to true vampires and vampire spawn, respectively. In 2nd Edition, they were retooled as living creatures that still age and die.
!!Penanggalan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png]]
->'''Level:''' 5
* HumanDisguise: When wearing their bodies, tanggals appear as and move about like normal humans. The faint scar ringing a penanggalan's neck can be explained away as a blemish and can be hidden under a flashy necklace, while the faint, sour scent of their preserved body is not uncommon in their tropical home.
* {{Retcon}}: In 1st Edition, these creatures were undead, with the penanggalan and manananggal being equivalents to true vampires and vampire spawn, respectively. In 2nd Edition, they were retooled as living creatures that still age and die.
!!Penanggalan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png]]
->'''Level:''' 5
to:
* DetachableLowerHalf: All tanggals separate from EvilSorcerer: Children of Yog-Sothoth typically take levels in spellcasting classes, usually sorcerer or oracle.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HumanoidAbomination: Children of Yog-Sothoth remain roughly humanoid in shape and size, although theirbody in some form. The penanggalan and balan-balan split deformities still require them to wear disguises or layers of baggy clothing.
* HybridMonster: Children of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* PublicDomainCharacter: They're lifted wholesale fromthe neck; the manananggal from the waist.
* HumanDisguise: When wearing their bodies, tanggals appear as and move about like normal humans. The faint scar ringing a penanggalan's neckWilbur Whateley in ''Literature/TheDunwichHorror''.
[[/folder]]
[[folder:Mutant]]
->'''Challenge Rating Adjustment:''' + 1
Creatures mutated by radiation, arcane energies, or other influences. This template can beexplained away as a blemish and can be hidden under a flashy necklace, while the faint, sour scent of their preserved body applied to any creature that is not uncommon in their tropical home.
* {{Retcon}}: In 1st Edition, these creatures were undead, with the penanggalan and manananggal being equivalents to true vampires and vampire spawn, respectively. In 2nd Edition, they were retooled asboth living creatures that still age and die.
!!Penanggalan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png]]
->'''Level:''' 5corporeal, changing their type to aberration.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HumanoidAbomination: Children of Yog-Sothoth remain roughly humanoid in shape and size, although their
* HybridMonster: Children of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* PublicDomainCharacter: They're lifted wholesale from
* HumanDisguise: When wearing their bodies, tanggals appear as and move about like normal humans. The faint scar ringing a penanggalan's neck
[[/folder]]
[[folder:Mutant]]
->'''Challenge Rating Adjustment:''' + 1
Creatures mutated by radiation, arcane energies, or other influences. This template can be
* {{Retcon}}: In 1st Edition, these creatures were undead, with the penanggalan and manananggal being equivalents to true vampires and vampire spawn, respectively. In 2nd Edition, they were retooled as
!!Penanggalan
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png]]
->'''Level:''' 5
Changed line(s) 411,422 (click to see context) from:
* ChildEater: Penanggalans have an evil hunger for the blood and entrails of the young.
* TheHeartless: Becoming a penanggalan requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
* OlderThanTheyLook: Penanggalans retain their youthful appearance throughout their lives, but still die of old age.
* OverlyLongTongue: The penanggalan's tongue can extend to a length of 10 feet, the membrane stretching and becoming translucent.
!!Manananggal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/manananggal.png]]
->'''Level:''' 8
----
* OverlyLongTongue: Manananggals use their long, hollow tongues to drain victims' blood from vital organs.
* SupernaturalRepellent: Manananggals abhor the merest scent of vinegar.
* VampiricDraining: Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver.
* TheHeartless: Becoming a penanggalan requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
* OlderThanTheyLook: Penanggalans retain their youthful appearance throughout their lives, but still die of old age.
* OverlyLongTongue: The penanggalan's tongue can extend to a length of 10 feet, the membrane stretching and becoming translucent.
!!Manananggal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/manananggal.png]]
->'''Level:''' 8
----
* OverlyLongTongue: Manananggals use their long, hollow tongues to drain victims' blood from vital organs.
* SupernaturalRepellent: Manananggals abhor the merest scent of vinegar.
* VampiricDraining: Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver.
to:
* ChildEater: Penanggalans have an evil hunger for {{Mutants}}: When long-term exposure to radiation doesn't kill a creature, it often [[NuclearMutant mutates the blood and entrails creature into a twisted version of the young.
* TheHeartless: Becoming a penanggalan requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
* OlderThanTheyLook: Penanggalans retain their youthful appearance throughout their lives, but still die of old age.
* OverlyLongTongue: The penanggalan's tongue can extend to a length of 10 feet, the membrane stretching and becoming translucent.
!!Manananggal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/manananggal.png]]
->'''Level:''' 8
----
* OverlyLongTongue: Manananggals use their long, hollow tongues to drain victims' blood from vital organs.
* SupernaturalRepellent: Manananggals abhor the merest scent of vinegar.
* VampiricDraining: Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver.itself.]]
* TheHeartless: Becoming a penanggalan requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
* OlderThanTheyLook: Penanggalans retain their youthful appearance throughout their lives, but still die of old age.
* OverlyLongTongue: The penanggalan's tongue can extend to a length of 10 feet, the membrane stretching and becoming translucent.
!!Manananggal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/manananggal.png]]
->'''Level:''' 8
----
* OverlyLongTongue: Manananggals use their long, hollow tongues to drain victims' blood from vital organs.
* SupernaturalRepellent: Manananggals abhor the merest scent of vinegar.
* VampiricDraining: Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver.
Changed line(s) 425,427 (click to see context) from:
[[folder:Will-o'-Wisp]]
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_runewarped_goblin.PNG]]
[[caption-width-right:300:Runewarped goblin.]]
->'''Level Adjustment:''' + 1
->'''Alignment:'''
->'''Size:''' Small
Through the use of runewarping, powerful mages created horribly twisted creatures from their slaves and prisoners. These creators valued ability over aesthetics, so runewarped creatures were transformed by powerful magic into horrid mockeries of their previous forms. Runewarped creatures seek out sources of magic to consume, trying in vain to complete their transformation. This template can be applied to any humanoid, monstrous humanoid, or animal, changing its type to aberration.
Changed line(s) 429,435 (click to see context) from:
* EmotionEater: Most will-o'-wisps feed on the fear and pain of dying creatures. They claim that different types of fear have different flavors -- the growing dread as one begins to realize that he's hopelessly lost "tastes" differently from the terror some feels when she stumbles across a hungry beast, for instance -- so they try to vary what sort of danger they lure people into to spice up their diets. Some will-o'-wisp variants feast on other negative emotions, such as confusion or hatred.
* InvisibleMonsters: Will-o'-wisps can extinguish their illumination entirely to become invisible.
* WillOTheWisp: Floating balls of light that can modify their appearance to take on a number of forms -- winged humanoids, floating skulls, and so on. They lure travelers into the wilderness and feed on their life energy when they die.
!!Flickerwisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_flickerwisp.png]]
->'''Level:''' 2
* InvisibleMonsters: Will-o'-wisps can extinguish their illumination entirely to become invisible.
* WillOTheWisp: Floating balls of light that can modify their appearance to take on a number of forms -- winged humanoids, floating skulls, and so on. They lure travelers into the wilderness and feed on their life energy when they die.
!!Flickerwisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_flickerwisp.png]]
->'''Level:''' 2
to:
* EmotionEater: Most will-o'-wisps feed on the fear MagicEater: Runewarped creatures seek out sources of magic to consume, and pain of dying creatures. They claim that different types of fear have different flavors -- the growing dread as one begins to realize that he's hopelessly lost "tastes" differently from the terror some feels when she stumbles across a hungry beast, for instance -- so they try to vary what sort of danger they lure people into to spice up their diets. Some will-o'-wisp variants feast on other negative emotions, such as confusion or hatred.
* InvisibleMonsters: Will-o'-wispsbite drains magical ability from creatures capable of casting spells. However, a runewarped creature can extinguish their illumination entirely to become invisible.
* WillOTheWisp: Floating balls of light that can modify their appearance to take on a number of forms -- winged humanoids, floating skulls,never sate its hunger, as the unstable magic resonating through its body disrupts any consumed magic and so on. They lure travelers into the wilderness and feed on their life energy when they die.
!!Flickerwisp
[[quoteright:350:https://static.dissipates it without any benefit.
[[/folder]]
[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/wisp_flickerwisp.png]]
org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''Level:'''2Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
* InvisibleMonsters: Will-o'-wisps
* WillOTheWisp: Floating balls of light that can modify their appearance to take on a number of forms -- winged humanoids, floating skulls,
!!Flickerwisp
[[quoteright:350:https://static.
[[/folder]]
[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
->'''Alignment:''' Evil
->'''Size:''' Same as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
Changed line(s) 437,443 (click to see context) from:
* DeliriousMisidentification: A flickerwisp's appearance registers strangely in the minds of creatures who are confused, who will never attack flickerwisps unless attacked first.
!!Will-o'-Wisp
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_will_o_wisp.png]]
->'''Level:''' 6
Luminescent creatures that pose as man-made lights to lure the unwary into danger.
!!Will-o'-Wisp
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_will_o_wisp.png]]
->'''Level:''' 6
Luminescent creatures that pose as man-made lights to lure the unwary into danger.
to:
* DeliriousMisidentification: A flickerwisp's appearance registers strangely in UndergroundMonkey: Worms that walk arise chiefly by the minds accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatureswho are confused, who will never attack flickerwisps unless attacked first.
!!Will-o'-Wisp
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_will_o_wisp.png]]
-- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]
!!Varying Level
[[folder:Contemplative]]
->'''Level:'''6
Luminescent creatures that pose as man-made lights to lure the unwary into danger.Varies
->'''Alignment:''' Any
->'''Size:''' Medium
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures
!!Will-o'-Wisp
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_will_o_wisp.png]]
[[/folder]]
!!Varying Level
[[folder:Contemplative]]
->'''Level:'''
Luminescent creatures that pose as man-made lights to lure the unwary into danger.
->'''Alignment:''' Any
->'''Size:''' Medium
Changed line(s) 445,452 (click to see context) from:
* MagicEater: Unlike their cousins, spellvoids do not feed on fear, but on the magic lodged in the minds of their victims.
* PlayingWithFire: Dune candles attack with fire instead of electricity, and delight in setting victims ablaze.
* UndergroundMonkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
* WithCatlikeTread: Dune candles can quench their glow like other will-o'-wisps, but not their heat shimmer, which becomes increasingly obvious the nearer they approach victims.
!!Voidglutton
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png]]
->'''Level:''' 8
* PlayingWithFire: Dune candles attack with fire instead of electricity, and delight in setting victims ablaze.
* UndergroundMonkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
* WithCatlikeTread: Dune candles can quench their glow like other will-o'-wisps, but not their heat shimmer, which becomes increasingly obvious the nearer they approach victims.
!!Voidglutton
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png]]
->'''Level:''' 8
to:
* MagicEater: Unlike MyBrainIsBig: To extremes--their bodies are little more than shriveled vestigial appendages dangling from their cousins, spellvoids do not feed on fear, but enormous brains, casualties on the magic lodged in Contemplatives' road to mental and psychic perfection.
* PsychicPowers: Enlightened contemplatives delve into theminds of their victims.
* PlayingWithFire: Dune candles attack with fire instead of electricity,esoteric and delight in setting victims ablaze.
* UndergroundMonkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
* WithCatlikeTread: Dune candles can quench their glow like other will-o'-wisps, but not their heat shimmer, which becomes increasingly obvious the nearer they approach victims.
!!Voidglutton
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png]]
gain psychic powers.
[[/folder]]
[[folder:Lurking Ray]]
->'''Level:'''82 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)
A species of aberration with multiple distinct stages to its life cycle.
* PsychicPowers: Enlightened contemplatives delve into the
* PlayingWithFire: Dune candles attack with fire instead of electricity,
* UndergroundMonkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
* WithCatlikeTread: Dune candles can quench their glow like other will-o'-wisps, but not their heat shimmer, which becomes increasingly obvious the nearer they approach victims.
!!Voidglutton
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png]]
[[/folder]]
[[folder:Lurking Ray]]
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)
A species of aberration with multiple distinct stages to its life cycle.
Changed line(s) 454,460 (click to see context) from:
* ExtraEyes: A voidglutton appears as a seething sphere of glowing eyes swirling around an empty black vortex.
!!Dread Wisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png]]
->'''Level:''' 9
----
* SupernaturalFearInducer: Dread wisps can instil terror with their own flickering and subsequently feed on the fear they created.
!!Dread Wisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png]]
->'''Level:''' 9
----
* SupernaturalFearInducer: Dread wisps can instil terror with their own flickering and subsequently feed on the fear they created.
to:
* ExtraEyes: A voidglutton appears as a seething sphere MoreDeadlyThanTheMale: The females of glowing eyes swirling around an empty black vortex.
!!Dread Wisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png]]
->'''Level:''' 9
----
* SupernaturalFearInducer: Dread wisps can instil terror with their own flickering and subsequently feed onthis species have one more CR than the fear they created.males.
!!Dread Wisp
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png]]
->'''Level:''' 9
----
* SupernaturalFearInducer: Dread wisps can instil terror with their own flickering and subsequently feed on
Changed line(s) 463,470 (click to see context) from:
!Other Aberrations
!!Templates
[[folder:Black-Blooded]]
->'''Level Adjustment:''' + 1
->'''Alignment:''' ChaoticEvil
Creatures corrupted by the Black Blood from the Vault of Orv.
!!Templates
[[folder:Black-Blooded]]
->'''Level Adjustment:''' + 1
->'''Alignment:''' ChaoticEvil
Creatures corrupted by the Black Blood from the Vault of Orv.
to:
!!Templates
[[folder:Black-Blooded]]
->'''Level Adjustment:''' + 1
[[folder:Chon Chon]]
->'''Level:''' 0 (individual), 3 (swarm)
->'''Alignment:'''
Creatures corrupted by the Black Blood from the Vault of Orv.
->'''Size:''' Tiny
Severed heads that fly on wing-like ears.
Changed line(s) 472,474 (click to see context) from:
* AlienBlood: Black-blooded creatures constantly leak and spray bursts of freezing black blood.
* BreathWeapon: A black-blooded creature can breathe a cone of black blood.
* ToxicPhlebotinum: The black blood is antithetical to all life, and slowly kill creatures that it mutates.
* BreathWeapon: A black-blooded creature can breathe a cone of black blood.
* ToxicPhlebotinum: The black blood is antithetical to all life, and slowly kill creatures that it mutates.
to:
* AlienBlood: Black-blooded creatures AcidAttack: A chon chon can spit a disgusting blob of acid.
* {{Cephalothorax}}: A chon chon is a flying head with incredibly large ears that constantlyleak and spray bursts of freezing black blood.
* BreathWeapon: A black-bloodedflap to keep the creature can breathe a cone of black blood.
* ToxicPhlebotinum: The black blood is antithetical to all life, and slowly kill creatures that it mutates.aloft.
* {{Cephalothorax}}: A chon chon is a flying head with incredibly large ears that constantly
* BreathWeapon: A black-blooded
* ToxicPhlebotinum: The black blood is antithetical to all life, and slowly kill creatures that it mutates.
Changed line(s) 477,480 (click to see context) from:
[[folder:Child of Yog-Sothoth]]
->'''Level Adjustment:''' + 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
->'''Level Adjustment:''' + 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
to:
->'''Level Adjustment:''' + 1
->'''Level:''' 0
->'''Alignment:'''
->'''Size:'''
A grindylow is what you'd get if you made a mermaid out of a goblin and an octopus.
Changed line(s) 482,486 (click to see context) from:
* EvilSorcerer: Children of Yog-Sothoth typically take levels in spellcasting classes, usually sorcerer or oracle.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HumanoidAbomination: Children of Yog-Sothoth remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing.
* HybridMonster: Children of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley in ''Literature/TheDunwichHorror''.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HumanoidAbomination: Children of Yog-Sothoth remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing.
* HybridMonster: Children of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley in ''Literature/TheDunwichHorror''.
to:
* EvilSorcerer: Children of Yog-Sothoth typically take levels in spellcasting classes, usually sorcerer or oracle.
* HalfHumanHybrid:UnscaledMerfolk: A humanoid mother and an Outer God father.
* HumanoidAbomination: Children of Yog-Sothoth remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing.
* HybridMonster: Children of Yog-Sothoth are created by impregnatinggrindylow resembles a humanoid creature with Yog-Sothoth's essence.
* PublicDomainCharacter: They're lifted wholesalegoblin from Wilbur Whateley in ''Literature/TheDunwichHorror''.the waist up and a greasy octopus below.
* HalfHumanHybrid:
* HumanoidAbomination: Children of Yog-Sothoth remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing.
* HybridMonster: Children of Yog-Sothoth are created by impregnating
* PublicDomainCharacter: They're lifted wholesale
Changed line(s) 489,492 (click to see context) from:
[[folder:Mutant]]
->'''Challenge Rating Adjustment:''' + 1
Creatures mutated by radiation, arcane energies, or other influences. This template can be applied to any creature that is both living and corporeal, changing their type to aberration.
->'''Challenge Rating Adjustment:''' + 1
Creatures mutated by radiation, arcane energies, or other influences. This template can be applied to any creature that is both living and corporeal, changing their type to aberration.
to:
->'''Challenge Rating Adjustment:''' + 1
Creatures mutated by radiation, arcane energies, or other influences. This template can be applied to any creature that is both living and corporeal, changing their type to aberration.
->'''Level:''' 0
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Changed line(s) 494 (click to see context) from:
* {{Mutants}}: When long-term exposure to radiation doesn't kill a creature, it often [[NuclearMutant mutates the creature into a twisted version of itself.]]
to:
* {{Mutants}}: TheBlank: Noppera-bos appear to be regular humans from behind, and might even resemble someone you know, until they turn to reveal a featureless face. They are blind, their hearing is precise, they don't breathe and gain sustenance by absorbing fluids through their skin.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. Whenlong-term exposure to radiation doesn't kill a creature, it often [[NuclearMutant mutates faceless, the creature into a twisted version victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form ofitself.]]a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are faceless when disguised; noppera-bo tricksters have mastered the art of disguise and can assume the target's face and voice.
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When
* HumanDisguise: A noppera-bo can take the form of
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
Changed line(s) 497,502 (click to see context) from:
[[folder:Runewarped]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_runewarped_goblin.PNG]]
[[caption-width-right:300:Runewarped goblin.]]
->'''Level Adjustment:''' + 1
->'''Alignment:''' Evil
Through the use of runewarping, powerful mages created horribly twisted creatures from their slaves and prisoners. These creators valued ability over aesthetics, so runewarped creatures were transformed by powerful magic into horrid mockeries of their previous forms. Runewarped creatures seek out sources of magic to consume, trying in vain to complete their transformation. This template can be applied to any humanoid, monstrous humanoid, or animal, changing its type to aberration.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_runewarped_goblin.PNG]]
[[caption-width-right:300:Runewarped goblin.]]
->'''Level Adjustment:''' + 1
->'''Alignment:''' Evil
Through the use of runewarping, powerful mages created horribly twisted creatures from their slaves and prisoners. These creators valued ability over aesthetics, so runewarped creatures were transformed by powerful magic into horrid mockeries of their previous forms. Runewarped creatures seek out sources of magic to consume, trying in vain to complete their transformation. This template can be applied to any humanoid, monstrous humanoid, or animal, changing its type to aberration.
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_runewarped_goblin.PNG]]
[[caption-width-right:300:Runewarped goblin.]]
->'''Level Adjustment:''' + 1
->'''Level:''' 0
->'''Alignment:'''
Through the use of runewarping, powerful mages created horribly twisted creatures
->'''Size:''' Tiny
Niche predators who drop onto prey from
Changed line(s) 504 (click to see context) from:
* MagicEater: Runewarped creatures seek out sources of magic to consume, and their bite drains magical ability from creatures capable of casting spells. However, a runewarped creature can never sate its hunger, as the unstable magic resonating through its body disrupts any consumed magic and dissipates it without any benefit.
to:
* MagicEater: Runewarped creatures seek out sources CombatTentacles: The tentacle of magic a sagari is not strong enough to consume, and their bite drains magical ability grab or strangle enemies, but serves well as an additional weapon to augment its bite.
* DeathFromAbove: Sagaris hang upside-down fromcreatures capable of casting spells. However, a runewarped creature can never sate its hunger, as the unstable magic resonating through its body disrupts any consumed magic tree branches and dissipates it without any benefit.swoop down to attack unsuspecting travellers.
* DeathFromAbove: Sagaris hang upside-down from
Changed line(s) 507,513 (click to see context) from:
[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Evil spellcasters who persist after death by inhabiting the swarms of vermin
Eel-like parasites that
Changed line(s) 515,516 (click to see context) from:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
to:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. LampreyMouth: The result wizard's shackle's large, circular mouth is that they tend to be extremely varied, full of tiny teeth.
* PuppeteerParasite: Once it establishes physical contact withdifferent strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves ina humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored spellcasting creature, a wizard's shackle attempts to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...dominate its host.
* PuppeteerParasite: Once it establishes physical contact with
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in
Changed line(s) 519,523 (click to see context) from:
!!Varying Level
[[folder:Contemplative]]
->'''Level:''' Varies
->'''Alignment:''' Any
->'''Size:''' Medium
[[folder:Contemplative]]
->'''Level:''' Varies
->'''Alignment:''' Any
->'''Size:''' Medium
to:
[[folder:Contemplative]]
[[folder:Akaname]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Pests who feed on grime and filth.
Changed line(s) 525,526 (click to see context) from:
* MyBrainIsBig: To extremes--their bodies are little more than shriveled vestigial appendages dangling from their enormous brains, casualties on the Contemplatives' road to mental and psychic perfection.
* PsychicPowers: Enlightened contemplatives delve into the esoteric and gain psychic powers.
* PsychicPowers: Enlightened contemplatives delve into the esoteric and gain psychic powers.
to:
* MyBrainIsBig: To extremes--their bodies are little more than shriveled vestigial appendages dangling from OverlyLongTongue: An akaname's grotesque tongue is as long as the creature is tall. Akanames drag their enormous brains, casualties on tongues along the Contemplatives' road ground to mental lick up filth, but they can also use them to manipulate objects or bludgeon their opponents.
* WallCrawl: An akaname's fingers andpsychic perfection.
* PsychicPowers: Enlightened contemplatives delve into the esoteric and gain psychic powers.toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
* WallCrawl: An akaname's fingers and
* PsychicPowers: Enlightened contemplatives delve into the esoteric and gain psychic powers.
Changed line(s) 529,530 (click to see context) from:
[[folder:Lurking Ray]]
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
->'''Level:'''
Changed line(s) 532,533 (click to see context) from:
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)
A species of aberration with multiple distinct stages to its life cycle.
A species of aberration with multiple distinct stages to its life cycle.
to:
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)
A species of aberration with multiple distinct stagesMedium
Predators from the ruined Diaspora, falling toits life cycle.Golarion amid meteor showers.
A species of aberration with multiple distinct stages
Predators from the ruined Diaspora, falling to
Changed line(s) 535 (click to see context) from:
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
to:
* MoreDeadlyThanTheMale: The females of this species have one more CR than SpawnBroodling: Akatas reproduce by implanting their parasitoid larvae in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the males.larvae until they grow up.
Changed line(s) 538,544 (click to see context) from:
!!Level 0
[[folder:Chon Chon]]
->'''Level:''' 0 (individual), 3 (swarm)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny
Severed heads that fly on wing-like ears.
[[folder:Chon Chon]]
->'''Level:''' 0 (individual), 3 (swarm)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Tiny
Severed heads that fly on wing-like ears.
to:
[[folder:Chon Chon]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Severed heads that fly on wing-like ears.
Bogwiggles are the stunted, degenerate spawn of boggard priest-kings --- these are the young who survived their meals of poisonous dragonflies, but failed to develop properly.
Changed line(s) 546,547 (click to see context) from:
* AcidAttack: A chon chon can spit a disgusting blob of acid.
* {{Cephalothorax}}: A chon chon is a flying head with incredibly large ears that constantly flap to keep the creature aloft.
* {{Cephalothorax}}: A chon chon is a flying head with incredibly large ears that constantly flap to keep the creature aloft.
to:
* AcidAttack: A chon chon can spit a disgusting blob PoisonousPerson: Some bogwiggles raised in toxic pools of acid.
water develop their own poison glands.
*{{Cephalothorax}}: A chon chon is ToServeMan: Bogwiggles have a flying head with incredibly large ears that constantly flap to keep the creature aloft.particular taste for humanoid flesh.
*
Changed line(s) 550,552 (click to see context) from:
[[folder:Grindylow]]
->'''Level:''' 0
->'''Alignment:''' ChaoticEvil
->'''Level:''' 0
->'''Alignment:''' ChaoticEvil
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 554 (click to see context) from:
A grindylow is what you'd get if you made a mermaid out of a goblin and an octopus.
to:
Subterranean pack hunters who bring down prey through numbers.
Changed line(s) 556 (click to see context) from:
* UnscaledMerfolk: A grindylow resembles a goblin from the waist up and a greasy octopus below.
to:
* UnscaledMerfolk: A grindylow resembles SuperDrowningSkills: Despite being crab-like in appearance they can't swim, and, if forced into water, have to make a goblin from the waist up save every round or be paralyzed with fear.
* ZergRush: Their favored anda greasy octopus below.pretty much only tactic.
* ZergRush: Their favored and
Changed line(s) 559,562 (click to see context) from:
[[folder:Noppera-bo]]
->'''Level:''' 0
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
->'''Level:''' 0
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Incomplete sinspawn who serve their fully formed brethren as attack dogs.
Changed line(s) 564,567 (click to see context) from:
* TheBlank: Noppera-bos appear to be regular humans from behind, and might even resemble someone you know, until they turn to reveal a featureless face. They are blind, their hearing is precise, they don't breathe and gain sustenance by absorbing fluids through their skin.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When faceless, the victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form of a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are faceless when disguised; noppera-bo tricksters have mastered the art of disguise and can assume the target's face and voice.
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When faceless, the victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form of a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are faceless when disguised; noppera-bo tricksters have mastered the art of disguise and can assume the target's face and voice.
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
to:
* TheBlank: Noppera-bos appear to be regular humans from behind, TheAgeless: Fleshdregs do not age after being created, and might even resemble someone you know, until they turn to reveal a featureless face. They are blind, their hearing is precise, they don't breathe and gain sustenance by absorbing fluids through their skin.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When faceless, the victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form of a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are facelessonly die when disguised; noppera-bo tricksters have mastered the art of disguise and can assume the target's face and voice.
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.killed.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When faceless, the victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form of a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are faceless
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
Changed line(s) 570,575 (click to see context) from:
[[folder:Sagari]]
->'''Level:''' 0
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
Niche predators who drop onto prey from above.
->'''Level:''' 0
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
Niche predators who drop onto prey from above.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Niche predators who drop onto prey from above.
Changed line(s) 577,578 (click to see context) from:
* CombatTentacles: The tentacle of a sagari is not strong enough to grab or strangle enemies, but serves well as an additional weapon to augment its bite.
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
to:
* CombatTentacles: The tentacle TheAssimilator: Skinskitters scavenge the sewers of a sagari is not strong enough Ecanus for leavings of fleshy waste, in which they drape themselves.
* CriticalStatusBuff: When reduced tograb or strangle enemies, but serves well as an additional weapon 0 HP, the fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to augment its bite.
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.leave the city watch.
* CriticalStatusBuff: When reduced to
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
Changed line(s) 581,586 (click to see context) from:
[[folder:Wizard's Shackle]]
->'''Level:''' 0
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Eel-like parasites that desperately seek spellcasting hosts.
->'''Level:''' 0
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Eel-like parasites that desperately seek spellcasting hosts.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Eel-like parasites
Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that
Changed line(s) 588,589 (click to see context) from:
* LampreyMouth: The wizard's shackle's large, circular mouth is full of tiny teeth.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.
to:
* LampreyMouth: The wizard's shackle's large, circular mouth is full TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches oftiny teeth.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.
Changed line(s) 592,593 (click to see context) from:
!!Level 1
[[folder:Akaname]]
[[folder:Akaname]]
to:
[[folder:Akaname]]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
Changed line(s) 595 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralChaoticEvil
Changed line(s) 598 (click to see context) from:
Pests who feed on grime and filth.
to:
Changed line(s) 600,601 (click to see context) from:
* OverlyLongTongue: An akaname's grotesque tongue is as long as the creature is tall. Akanames drag their tongues along the ground to lick up filth, but they can also use them to manipulate objects or bludgeon their opponents.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
to:
* OverlyLongTongue: An akaname's grotesque tongue is as long as TheBeastmaster: They have a very focused version of the creature is tall. Akanames drag their tongues along the ground to lick up filth, but they can also use Wild Empathy skill that allows them to manipulate objects or bludgeon communicate with and control snakes, and are almost always seen with at least a few snake companions.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of theiropponents.
kind born again to lead their tribes.
*WallCrawl: An akaname's fingers and toes are broad like those SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a house gecko, allowing it relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due tocling a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to nearly any surface.cause physical nausea in other creatures.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their
*
* YouNeedABreathMint: Due to
Changed line(s) 604,605 (click to see context) from:
[[folder:Akata]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
Changed line(s) 607,610 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.
->'''Size:''' Medium
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.
to:
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:'''Medium
Predators fromSmall
High-end aquatic predators that fill theruined Diaspora, falling to Golarion amid meteor showers.ecological niche of sharks in many regions.
->'''Size:'''
Predators from
High-end aquatic predators that fill the
Changed line(s) 612 (click to see context) from:
* SpawnBroodling: Akatas reproduce by implanting their parasitoid larvae in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.
to:
* SpawnBroodling: Akatas reproduce by implanting their parasitoid larvae MixAndMatchCritters: A reefclaw resembles a lobster in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.front and an eel in the back.
Changed line(s) 615,617 (click to see context) from:
[[folder:Bogwiggle]]
->'''Level:''' 1
->'''Alignment:''' ChaoticEvil
->'''Level:''' 1
->'''Alignment:''' ChaoticEvil
to:
[[folder:Bog Strider]]
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 619,620 (click to see context) :
Bogwiggles are the stunted, degenerate spawn of boggard priest-kings --- these are the young who survived their meals of poisonous dragonflies, but failed to develop properly.
Changed line(s) 622,623 (click to see context) from:
* PoisonousPerson: Some bogwiggles raised in toxic pools of water develop their own poison glands.
* ToServeMan: Bogwiggles have a particular taste for humanoid flesh.
* ToServeMan: Bogwiggles have a particular taste for humanoid flesh.
to:
* PoisonousPerson: Some bogwiggles raised in toxic pools of BigCreepyCrawlies: They resemble upright water develop their own poison glands.
striders that stand 5 feet tall and weigh approximately 150 pounds.
*ToServeMan: Bogwiggles have a particular taste for humanoid flesh.WalkOnWater: Bog striders can move about on water like solid ground.
*
Changed line(s) 626,628 (click to see context) from:
[[folder:Dossenus]]
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 631 (click to see context) from:
Subterranean pack hunters who bring down prey through numbers.
to:
Subterranean pack hunters predators who bring down prey through numbers.hunt the weak or isolated.
Changed line(s) 633,634 (click to see context) from:
* SuperDrowningSkills: Despite being crab-like in appearance they can't swim, and, if forced into water, have to make a save every round or be paralyzed with fear.
* ZergRush: Their favored and pretty much only tactic.
* ZergRush: Their favored and pretty much only tactic.
to:
* SuperDrowningSkills: Despite being crab-like in appearance they can't swim, and, if forced into water, have to make a save every round or be paralyzed with fear.
* ZergRush: Their favoredCreepilyLongArms: A choker's arms are abnormally rubbery and pretty much only tactic.long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* ZergRush: Their favored
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
Changed line(s) 637,642 (click to see context) from:
[[folder:Fleshdreg]]
->'''Level:''' 1 (individual), 2 (swarm)
->'''Alignment:''' NeutralEvil
->'''Size:''' Small (individual), Tiny (swarm)
Incomplete sinspawn who serve their fully formed brethren as attack dogs.
->'''Level:''' 1 (individual), 2 (swarm)
->'''Alignment:''' NeutralEvil
->'''Size:''' Small (individual), Tiny (swarm)
Incomplete sinspawn who serve their fully formed brethren as attack dogs.
to:
[[quoteright:3050:https://static.tvtropes.org/pmwiki/pub/images/cobbleswarm.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Incomplete sinspawn who serve their fully formed brethren as attack dogs.
Changed line(s) 644 (click to see context) from:
* TheAgeless: Fleshdregs do not age after being created, and only die when killed.
to:
* TheAgeless: Fleshdregs do not age after being created, and only die when killed.EatDirtCheap: Cobble mites living in cities consume the rocks caught in the grooves of boots.
* RockMonster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.
* RockMonster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.
Changed line(s) 647,650 (click to see context) from:
[[folder:Fleshforged Skinskitter]]
->'''Level:''' 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small
->'''Level:''' 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 652,653 (click to see context) from:
* TheAssimilator: Skinskitters scavenge the sewers of Ecanus for leavings of fleshy waste, in which they drape themselves.
* CriticalStatusBuff: When reduced to 0 HP, the fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.
* CriticalStatusBuff: When reduced to 0 HP, the fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.
to:
* TheAssimilator: Skinskitters scavenge the sewers of Ecanus for leavings of fleshy waste, in which they drape themselves.
* CriticalStatusBuff: When reduced to 0 HP, the fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.CombatTentacles: A ghelarn's tendrils slowly bleed away moisture from helpless victims, leaving behind dried husks and bones.
* CriticalStatusBuff: When reduced to 0 HP, the fear of death agitates the skinskitter, precipitating a sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.
Changed line(s) 656,661 (click to see context) from:
[[folder:Flumph]]
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small
Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small
Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_incutilis_lord.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Noble and kind messengers from the depths
Nautiloids capable of
The stats for an incutilis can be found in ''Bestiary 4'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis/ here]]. The stats for an incutilis lord can be found in ''Plunder & Peril'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis-lord/ here]].
Changed line(s) 663,664 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: Their peculiar appearance PuppeteerParasite: Incutilises move and origins make fight by inserting their quest considerably more difficult.
* CreepyGood: They are aberrations fromtentacles within the most distant reaches dead bodies of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... larger vertebrates and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.puppeteering them around.
* CreepyGood: They are aberrations from
Changed line(s) 667,673 (click to see context) from:
[[folder:Goblin Snake]]
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
->'''Level:''' 1
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Serpents with goblinoid intelligence and attitude.
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
->'''Level:''' 1
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Serpents with goblinoid intelligence and attitude.
to:
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Serpents with goblinoid intelligence and attitude.
Changed line(s) 675,679 (click to see context) from:
* TheBeastmaster: They have a very focused version of the Wild Empathy skill that allows them to communicate with and control snakes, and are almost always seen with at least a few snake companions.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
to:
* TheBeastmaster: They VertebrateWithExtraLimbs: These mutated bats have a very focused version of the Wild Empathy skill that allows them to communicate with anywhere from two and control snakes, six wings and are almost always seen with at least a few snake companions.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very pronefour to taking over goblin tribes.
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.eight legs.
* OurGoblinsAreDifferent: Goblin-headed, distinctly goblin-like in thought and behavior and very prone
* {{Reincarnation}}: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
* SnakePeople: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
* YouNeedABreathMint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
Changed line(s) 682,687 (click to see context) from:
[[folder:Reefclaw]]
->'''Level:''' 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small
High-end aquatic predators that fill the ecological niche of sharks in many regions.
->'''Level:''' 1
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Small
High-end aquatic predators that fill the ecological niche of sharks in many regions.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
High-end aquatic predators that fill the ecological niche of sharks in many regions.
Changed line(s) 689 (click to see context) from:
* MixAndMatchCritters: A reefclaw resembles a lobster in the front and an eel in the back.
to:
* MixAndMatchCritters: A reefclaw resembles WeakenedByTheLight: Although a lobster in the front shadowgarm is not particularly harmed by bright light, magical light causes it to grow slow and an eel in the back.lethargic.
Changed line(s) 692,695 (click to see context) from:
!!Level 2
[[folder:Bog Strider]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
[[folder:Bog Strider]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
to:
[[folder:Bog Strider]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sinspawn.PNG]]
[[caption-width-right:350:Sinspawn coming from the runewell to attack mankind.]]
->'''Level:'''
->'''Alignment:'''
Sin made flesh through the magics of ancient Thassilon. The original sinspawn were created by the Runelord of Wrath Alaznist, combining demonic fleshwarping techniques with her own alchemical knowledge and stolen secrets of the alghollthu to combine human test subjects with demons, undersea horrors, and even more alien creatures. The successful subjects were then fed to her runewells, which unmade them and imprinted the "blueprints" to remake them by the hundreds.
Changed line(s) 698,699 (click to see context) from:
* BigCreepyCrawlies: They resemble upright water striders that stand 5 feet tall and weigh approximately 150 pounds.
* WalkOnWater: Bog striders can move about on water like solid ground.
* WalkOnWater: Bog striders can move about on water like solid ground.
to:
* BigCreepyCrawlies: They resemble upright water striders AirborneMook: Xanderghul created winged pridespawn capable of flight, both because he felt that stand 5 his minions should be able to literally soar over his rivals' and because his domain was highly mountainous.
* AlwaysABiggerFish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
* AquaticMook: There are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feettall and weigh approximately 150 pounds.
hands. The most common versions are wrathspawn, envyspawn and lustspawn, as all come from nations that had coastal borders.
*WalkOnWater: Bog striders can move AxeCrazy: Most sinspawn due to their sinful drives, but wrathspawn in particular. It was bad enough that Thassilonian commanders had to regularly supply them with slaves on which to vent their rage during times of peace, lest they turn on each other or their allies.
* BarbieDollAnatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
* BloodMagic: If a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
* BrilliantButLazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
* EliteMooks: They were created as shock troops for Thassilonian forces.
* EvilIsSterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
* FatBastard: Gluttonspawn, due to their habit of gorging themselves onwater anything they can get.
* TheGambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
* HumanResources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
* ImmortalityInducer: Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a ''runewell'' and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
* InterplayOfSexAndViolence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
* LastStand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the death[[note]]with the exception of wrathspawn, who are just that violent[[/note]]. If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
* ManBitesMan: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
* MonstrousMandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
* TheNoseKnows: All sinspawn are driven by a specific sin and they can smell this sin in others.
* ReligiousBruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort to make their own choices.
* SevenDeadlySins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
* SitcomArchNemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thanks to the rivalry between their original creators.
* SlaveRace: Their whole purpose was as living weapons of war in Alaznist's armies.
* VillainTeamUp: Sinspawn will sometimes ally with kobolds or goblins, but rarely find them useful enough to keep around for the long-term. They will also work with nagas, lamias, and other monstrous creatures, but such alliances usually fail when conflcits arise over who gets what magical loot.
* VillainousBreakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, and a sinspawn under enough stress will always regress to their true nature.
* VillainousVirtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
* WingedHumanoid: The rare aerial sinspawn were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
* WorthlessYellowRocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, likesolid ground.a sword or armor, is more valuable to them and any other treasure in their lairs is incidental. Greedspawn are the sole exception to this, as they greatly value jewelry and material wealth for their own sake.
* AlwaysABiggerFish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
* AquaticMook: There are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feet
*
* BarbieDollAnatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
* BloodMagic: If a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
* BrilliantButLazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
* EliteMooks: They were created as shock troops for Thassilonian forces.
* EvilIsSterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
* FatBastard: Gluttonspawn, due to their habit of gorging themselves on
* TheGambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
* HumanResources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
* ImmortalityInducer: Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a ''runewell'' and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
* InterplayOfSexAndViolence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
* LastStand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the death[[note]]with the exception of wrathspawn, who are just that violent[[/note]]. If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
* ManBitesMan: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
* MonstrousMandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
* TheNoseKnows: All sinspawn are driven by a specific sin and they can smell this sin in others.
* ReligiousBruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort to make their own choices.
* SevenDeadlySins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
* SitcomArchNemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thanks to the rivalry between their original creators.
* SlaveRace: Their whole purpose was as living weapons of war in Alaznist's armies.
* VillainTeamUp: Sinspawn will sometimes ally with kobolds or goblins, but rarely find them useful enough to keep around for the long-term. They will also work with nagas, lamias, and other monstrous creatures, but such alliances usually fail when conflcits arise over who gets what magical loot.
* VillainousBreakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, and a sinspawn under enough stress will always regress to their true nature.
* VillainousVirtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
* WingedHumanoid: The rare aerial sinspawn were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
* WorthlessYellowRocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, like
Changed line(s) 702,703 (click to see context) from:
[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
Changed line(s) 705,708 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Small
Subterranean predators who hunt the weak or isolated.Tiny
->'''Size:'''
Subterranean predators who hunt the weak or isolated.
Changed line(s) 710,711 (click to see context) from:
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
to:
* CreepilyLongArms: BlobMonster: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combinationsmokeshade's body is made of extra long arms and limber legs.a semi-solid black mist like thick foam.
* PrimalStance: Chokers walk in a hunched stance due to a combination
Changed line(s) 714,716 (click to see context) from:
[[folder:Cobble Mite]]
[[quoteright:3050:https://static.tvtropes.org/pmwiki/pub/images/cobbleswarm.png]]
->'''Level:''' 2 (cobbleswarm), 19 (sturzstromer)
[[quoteright:3050:https://static.tvtropes.org/pmwiki/pub/images/cobbleswarm.png]]
->'''Level:''' 2 (cobbleswarm), 19 (sturzstromer)
to:
[[quoteright:3050:https://static.tvtropes.org/pmwiki/pub/images/cobbleswarm.png]]
->'''Level:'''
Changed line(s) 718 (click to see context) from:
->'''Size:''' Large (cobbleswarm), Huge (sturzstromer)
to:
->'''Size:''' Large (cobbleswarm), Huge (sturzstromer)Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
Changed line(s) 720,721 (click to see context) from:
* EatDirtCheap: Cobble mites living in cities consume the rocks caught in the grooves of boots.
* RockMonster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.
* RockMonster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.
to:
* EatDirtCheap: Cobble mites AbstractEater: As their name would indicate, these creatures feed on thoughts. A living in cities consume the rocks caught in the grooves corporeal creature that takes damage from a thought eater's bite loses some of boots.
* RockMonster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.its thoughts.
* RockMonster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.
Changed line(s) 724,725 (click to see context) from:
[[folder:Ghelarn]]
->'''Level:''' 2
->'''Level:''' 2
to:
[[folder:Fungal Crawler]]
->'''Level:'''
Changed line(s) 727 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeSmall
Changed line(s) 729 (click to see context) from:
* CombatTentacles: A ghelarn's tendrils slowly bleed away moisture from helpless victims, leaving behind dried husks and bones.
to:
* CombatTentacles: A ghelarn's tendrils slowly bleed away moisture from helpless victims, leaving behind dried husks BigCreepyCrawlies: Fungal crawlers appear as monstrous crickets or locusts fused with fungal growths.
* UndergroundMonkey: Fungal crawlers are incredibly diverse andbones.have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and
Changed line(s) 732,740 (click to see context) from:
[[folder:Incutilis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_incutilis_lord.PNG]]
->'''Level:''' 2 (normal), 8 (lord)
->'''Alignment:''' LawfulEvil (normal), NeutralEvil (lord)
->'''Size:''' Tiny (normal), Large (lord)
Nautiloids capable of puppeteering dead bodies.
The stats for an incutilis can be found in ''Bestiary 4'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis/ here]]. The stats for an incutilis lord can be found in ''Plunder & Peril'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis-lord/ here]].
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_incutilis_lord.PNG]]
->'''Level:''' 2 (normal), 8 (lord)
->'''Alignment:''' LawfulEvil (normal), NeutralEvil (lord)
->'''Size:''' Tiny (normal), Large (lord)
Nautiloids capable of puppeteering dead bodies.
The stats for an incutilis can be found in ''Bestiary 4'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis/ here]]. The stats for an incutilis lord can be found in ''Plunder & Peril'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis-lord/ here]].
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_incutilis_lord.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Nautiloids capable of puppeteering dead bodies.
The stats for an incutilis can be found in ''Bestiary 4'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis/ here]]. The stats for an incutilis lord can be found in ''Plunder & Peril'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/incutilis-lord/ here]].
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 742 (click to see context) from:
* PuppeteerParasite: Incutilises move and fight by inserting their tentacles within the dead bodies of larger vertebrates and puppeteering them around.
to:
* PuppeteerParasite: Incutilises move and fight by inserting their CombatTentacles: Th grick's mouth is a sickening tangle of tentacles within the dead bodies of larger vertebrates and puppeteering them around.hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
Changed line(s) 745,748 (click to see context) from:
[[folder:Pallid Wriggler Swarm]]
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Diminutive
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Diminutive
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 750 (click to see context) from:
* VertebrateWithExtraLimbs: These mutated bats have anywhere from two and six wings and four to eight legs.
to:
* VertebrateWithExtraLimbs: These mutated bats have ArchEnemy: Elder merlucents are especially aggressive toward deep merfolk, with whom they fight constantly for control of the richest vents. Rather than implanting their young into captive merfolk, merlucents instead hurl them into the sea floor's boiling fissures, cooking them alive.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere fromtwo days to weeks for the tiny parasite to take over its host's mind and six wings and four to eight legs.convert the bony, flesh-covered body into its own adult form.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from
Changed line(s) 753,756 (click to see context) from:
[[folder:Shadowgarm]]
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
Changed line(s) 758 (click to see context) from:
* WeakenedByTheLight: Although a shadowgarm is not particularly harmed by bright light, magical light causes it to grow slow and lethargic.
to:
* WeakenedByTheLight: Although a shadowgarm is not particularly harmed MetalMuncher: Rust monsters feed on metal, "digesting" it by bright light, magical light causes it to grow slow very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures andlethargic.can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and
Changed line(s) 761,768 (click to see context) from:
[[folder:Sinspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sinspawn.PNG]]
[[caption-width-right:350:Sinspawn coming from the runewell to attack mankind.]]
->'''Level:''' 2 (normal, aquatic), 3 (aerial)
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Sin made flesh through the magics of ancient Thassilon. The original sinspawn were created by the Runelord of Wrath Alaznist, combining demonic fleshwarping techniques with her own alchemical knowledge and stolen secrets of the alghollthu to combine human test subjects with demons, undersea horrors, and even more alien creatures. The successful subjects were then fed to her runewells, which unmade them and imprinted the "blueprints" to remake them by the hundreds.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sinspawn.PNG]]
[[caption-width-right:350:Sinspawn coming from the runewell to attack mankind.]]
->'''Level:''' 2 (normal, aquatic), 3 (aerial)
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Sin made flesh through the magics of ancient Thassilon. The original sinspawn were created by the Runelord of Wrath Alaznist, combining demonic fleshwarping techniques with her own alchemical knowledge and stolen secrets of the alghollthu to combine human test subjects with demons, undersea horrors, and even more alien creatures. The successful subjects were then fed to her runewells, which unmade them and imprinted the "blueprints" to remake them by the hundreds.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sinspawn.PNG]]
[[caption-width-right:350:Sinspawn coming from the runewell to attack mankind.]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Sin made flesh through the magics of ancient Thassilon. The original sinspawn were created by the Runelord of Wrath Alaznist, combining demonic fleshwarping techniques with her own alchemical knowledge and stolen secrets of the alghollthu to combine human test subjects with demons, undersea horrors, and even more alien creatures. The successful subjects were then fed to her runewells, which unmade them and imprinted the "blueprints" to remake them by the hundreds.
Changed line(s) 770,796 (click to see context) from:
* AirborneMook: Xanderghul created winged pridespawn capable of flight, both because he felt that his minions should be able to literally soar over his rivals' and because his domain was highly mountainous.
* AlwaysABiggerFish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
* AquaticMook: There are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feet and hands. The most common versions are wrathspawn, envyspawn and lustspawn, as all come from nations that had coastal borders.
* AxeCrazy: Most sinspawn due to their sinful drives, but wrathspawn in particular. It was bad enough that Thassilonian commanders had to regularly supply them with slaves on which to vent their rage during times of peace, lest they turn on each other or their allies.
* BarbieDollAnatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
* BloodMagic: If a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
* BrilliantButLazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
* EliteMooks: They were created as shock troops for Thassilonian forces.
* EvilIsSterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
* FatBastard: Gluttonspawn, due to their habit of gorging themselves on anything they can get.
* TheGambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
* HumanResources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
* ImmortalityInducer: Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a ''runewell'' and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
* InterplayOfSexAndViolence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
* LastStand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the death[[note]]with the exception of wrathspawn, who are just that violent[[/note]]. If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
* ManBitesMan: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
* MonstrousMandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
* TheNoseKnows: All sinspawn are driven by a specific sin and they can smell this sin in others.
* ReligiousBruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort to make their own choices.
* SevenDeadlySins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
* SitcomArchNemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thanks to the rivalry between their original creators.
* SlaveRace: Their whole purpose was as living weapons of war in Alaznist's armies.
* VillainTeamUp: Sinspawn will sometimes ally with kobolds or goblins, but rarely find them useful enough to keep around for the long-term. They will also work with nagas, lamias, and other monstrous creatures, but such alliances usually fail when conflcits arise over who gets what magical loot.
* VillainousBreakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, and a sinspawn under enough stress will always regress to their true nature.
* VillainousVirtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
* WingedHumanoid: The rare aerial sinspawn were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
* WorthlessYellowRocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, like a sword or armor, is more valuable to them and any other treasure in their lairs is incidental. Greedspawn are the sole exception to this, as they greatly value jewelry and material wealth for their own sake.
* AlwaysABiggerFish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
* AquaticMook: There are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feet and hands. The most common versions are wrathspawn, envyspawn and lustspawn, as all come from nations that had coastal borders.
* AxeCrazy: Most sinspawn due to their sinful drives, but wrathspawn in particular. It was bad enough that Thassilonian commanders had to regularly supply them with slaves on which to vent their rage during times of peace, lest they turn on each other or their allies.
* BarbieDollAnatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
* BloodMagic: If a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
* BrilliantButLazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
* EliteMooks: They were created as shock troops for Thassilonian forces.
* EvilIsSterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
* FatBastard: Gluttonspawn, due to their habit of gorging themselves on anything they can get.
* TheGambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
* HumanResources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
* ImmortalityInducer: Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a ''runewell'' and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
* InterplayOfSexAndViolence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
* LastStand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the death[[note]]with the exception of wrathspawn, who are just that violent[[/note]]. If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
* ManBitesMan: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
* MonstrousMandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
* TheNoseKnows: All sinspawn are driven by a specific sin and they can smell this sin in others.
* ReligiousBruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort to make their own choices.
* SevenDeadlySins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
* SitcomArchNemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thanks to the rivalry between their original creators.
* SlaveRace: Their whole purpose was as living weapons of war in Alaznist's armies.
* VillainTeamUp: Sinspawn will sometimes ally with kobolds or goblins, but rarely find them useful enough to keep around for the long-term. They will also work with nagas, lamias, and other monstrous creatures, but such alliances usually fail when conflcits arise over who gets what magical loot.
* VillainousBreakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, and a sinspawn under enough stress will always regress to their true nature.
* VillainousVirtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
* WingedHumanoid: The rare aerial sinspawn were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
* WorthlessYellowRocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, like a sword or armor, is more valuable to them and any other treasure in their lairs is incidental. Greedspawn are the sole exception to this, as they greatly value jewelry and material wealth for their own sake.
to:
* AirborneMook: Xanderghul created winged pridespawn BondCreatures: A scalescribe can bond with one willing creature capable of flight, both because he felt that his minions should be able to literally soar over his rivals' and because his domain was highly mountainous.
* AlwaysABiggerFish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
* AquaticMook: There are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feet and hands.casting spells. The most common versions are wrathspawn, envyspawn and lustspawn, as all come from nations that had coastal borders.
* AxeCrazy: Most sinspawn due toscalescribe can aid their sinful drives, but wrathspawn bonded caster in particular. It was bad enough that Thassilonian commanders had to regularly supply them with slaves on which to vent their rage during times of peace, lest they turn on each other or their allies.
* BarbieDollAnatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
* BloodMagic: Ifcrafting a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
* BrilliantButLazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
* EliteMooks: They were created as shock troops for Thassilonian forces.
* EvilIsSterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
* FatBastard: Gluttonspawn, due to their habit of gorging themselves on anything they can get.
* TheGambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
* HumanResources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
* ImmortalityInducer: Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a ''runewell'' and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
* InterplayOfSexAndViolence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
* LastStand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the death[[note]]with the exception of wrathspawn, who are just that violent[[/note]]. If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
* ManBitesMan: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
* MonstrousMandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
* TheNoseKnows: All sinspawn are driven by a specific sinscroll, and they can smell this sin in others.
* ReligiousBruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort tomake their own choices.
* SevenDeadlySins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
* SitcomArchNemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thankstranscribed spell available to the rivalry between their original creators.
* SlaveRace: Their whole purpose wascaster so long as living weapons the spell is of war in Alaznist's armies.
the caster's tradition.
*VillainTeamUp: Sinspawn will sometimes ally ThePenIsMightier: Scalescribes fight with kobolds or goblins, but rarely find them useful enough to keep around for the long-term. They will also work with nagas, lamias, and other monstrous creatures, but such alliances usually fail when conflcits arise over who gets what magical loot.
* VillainousBreakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, andfountain pens that can leave behind a sinspawn under enough stress will always regress to their true nature.
* VillainousVirtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
* WingedHumanoid: The rare aerial sinspawn were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
* WorthlessYellowRocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, like a sword or armor, is more valuable to them and any other treasure in their lairs is incidental. Greedspawn are the sole exception to this, as they greatly value jewelry and material wealth for their own sake.toxic inkstain.
* AlwaysABiggerFish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
* AquaticMook: There are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feet and hands.
* AxeCrazy: Most sinspawn due to
* BarbieDollAnatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
* BloodMagic: If
* BrilliantButLazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
* EliteMooks: They were created as shock troops for Thassilonian forces.
* EvilIsSterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
* FatBastard: Gluttonspawn, due to their habit of gorging themselves on anything they can get.
* TheGambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
* HumanResources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
* ImmortalityInducer: Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a ''runewell'' and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
* InterplayOfSexAndViolence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
* LastStand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the death[[note]]with the exception of wrathspawn, who are just that violent[[/note]]. If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
* ManBitesMan: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
* MonstrousMandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
* TheNoseKnows: All sinspawn are driven by a specific sin
* ReligiousBruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort to
* SevenDeadlySins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
* SitcomArchNemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thanks
* SlaveRace: Their whole purpose was
*
* VillainousBreakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, and
* VillainousVirtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
* WingedHumanoid: The rare aerial sinspawn were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
* WorthlessYellowRocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, like a sword or armor, is more valuable to them and any other treasure in their lairs is incidental. Greedspawn are the sole exception to this, as they greatly value jewelry and material wealth for their own sake.
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[[folder:Smokeshade]]
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
->'''Level:''' 2
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Strange creatures with a mix of traits from many creatures.
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* BlobMonster: A smokeshade's body is made of a semi-solid black mist like thick foam.
to:
* BlobMonster: A smokeshade's body is made of OurCryptidsAreMoreMysterious: They're based on a semi-solid black mist like thick foam.Maryland cryptid.
Changed line(s) 807,818 (click to see context) from:
[[folder:Thought Eater]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]
!!Level 3
[[folder:Fungal Crawler]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]
!!Level 3
[[folder:Fungal Crawler]]
to:
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]
!!Level 3
[[folder:Fungal Crawler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
Changed line(s) 820,821 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
->'''Size:''' Small
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''SmallMedium
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
->'''Size:'''
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
Changed line(s) 823,824 (click to see context) from:
* BigCreepyCrawlies: Fungal crawlers appear as monstrous crickets or locusts fused with fungal growths.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
* UndergroundMonkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.
to:
* BigCreepyCrawlies: Fungal crawlers appear as monstrous crickets or locusts fused AllWebbedUp: Tixitogs can't create webs of their own, but thier bodies are covered in slime that makes them immune to becoming trapped in the webs of others.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair withfungal growths.
* UndergroundMonkey: Fungal crawlers are incredibly diverseinto hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They haveadapted a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning overmillennia to fill every environment: subterranean rifts, underground lakes their bodies.
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders andvolcanic networks.steal their food, occasionally preying on the spiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with
* UndergroundMonkey: Fungal crawlers are incredibly diverse
* MultipurposeTongue: They have
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and
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[[folder:Grick]]
to:
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->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralNeutralEvil
Changed line(s) 832 (click to see context) from:
Burrowing worm-like creatures with high durability against mundane weapons.
to:
Changed line(s) 834,835 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is BewareMyStingerTail: An urhag's whip-thin tail ends in a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monsterslender stinger which can infect victims with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through the red plague.
* ParasiteZombie: If the urhag kills a Medium or larger creature itif you don't have any magic on you.is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
* MadeOfIron: They're a CR 3 monster
* ParasiteZombie: If the urhag kills a Medium or larger creature it
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[[folder:Merlucent]]
to:
Changed line(s) 840 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
to:
->'''Alignment:''' ChaoticNeutralNeutralEvil
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
Changed line(s) 843,845 (click to see context) from:
* ArchEnemy: Elder merlucents are especially aggressive toward deep merfolk, with whom they fight constantly for control of the richest vents. Rather than implanting their young into captive merfolk, merlucents instead hurl them into the sea floor's boiling fissures, cooking them alive.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adult form.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adult form.
to:
* ArchEnemy: Elder merlucents VampiricDraining: Vampiric mists feed on blood, and are especially aggressive toward deep merfolk, with whom they fight constantly often mistaken for control of the richest vents. Rather than implanting their young into captive merfolk, merlucents instead hurl them into the sea floor's boiling fissures, cooking them alive.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adultvampires in gaseous form.
* PowerCopying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
* WasOnceAMan: Merlucents reproduce by spawning dozens of antsized polyps, each of which must mature inside the skull of a humanoid host. Depending on the host, it can take anywhere from days to weeks for the tiny parasite to take over its host's mind and convert the bony, flesh-covered body into its own adult
Changed line(s) 848,860 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]
[[folder:Scalescribe]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]
[[folder:Scalescribe]]
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]
[[folder:Scalescribe]]
Changed line(s) 862,863 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
->'''Size:''' Tiny
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''TinyMedium
Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
->'''Size:'''
Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 865,866 (click to see context) from:
* BondCreatures: A scalescribe can bond with one willing creature capable of casting spells. The scalescribe can aid their bonded caster in crafting a scroll, and they can make their transcribed spell available to the caster so long as the spell is of the caster's tradition.
* ThePenIsMightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.
* ThePenIsMightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.
to:
* BondCreatures: A scalescribe can bond TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids withone willing creature capable of casting spells. The scalescribe can aid their bonded caster in crafting a scroll, arthropod eyes, mandibles and they can make their transcribed spell available to magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is thecaster so long name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the spell is switch to 2e, Paizo renamed it "web lurker" to help step out of the caster's tradition.
* ThePenIsMightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with
* WritingAroundTrademarks: "Ettercap" is the
* ThePenIsMightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.
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[[folder:Snallygaster]]
to:
Changed line(s) 871,874 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Strange creatures with a mix of traits from many creatures.
->'''Size:''' Medium
Strange creatures with a mix of traits from many creatures.
to:
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:'''Medium
StrangeSmall
Spectacularly odd creatureswith a mix of traits hailing from many creatures.a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
->'''Size:'''
Strange
Spectacularly odd creatures
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
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* OurCryptidsAreMoreMysterious: They're based on a Maryland cryptid.
to:
* OurCryptidsAreMoreMysterious: They're based on CharmPerson: A zuipnyrn can emit a Maryland cryptid.hypnotic aura from its eye to entrance those around it.
* LightEmUp: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
* LightEmUp: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
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[[folder:Tixitog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tixitog.png]]
[[folder:Byakhee]]
->'''Level:'''
->'''Alignment:'''
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Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
Their 2nd Edition stats can be found in ''Age of Ashes: Hellknight Hill'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=438 here]].
to:
Their
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* AllWebbedUp: Tixitogs can't create webs of their own, but thier bodies are covered in slime that makes them immune to becoming trapped in the webs of others.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over their bodies.
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying on the spiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
* TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over their bodies.
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying on the spiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
to:
* AllWebbedUp: Tixitogs can't create webs MixAndMatchCritters: Byakhees superficially combine elements of their own, but thier bodies are covered in slime carrion birds, insects and mammals, giving an outward appearance that makes them immune to becoming trapped might at first glance seem possible in the webs of others.
natural world.
*TheBeastMaster: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive PublicDomainCharacter: They're lifted, mostly unchanged, from the spiders they lair with into hysteria and send Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, theswarm towards intruding adventurers.
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceilingformer vanished without turning over their bodies.
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preyinga trace on the spiders themselves when next rising of its planet's red sun. In truth, the mood strikes them. The spiders themselves are generally helpless to fight back against city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the tixitog, so they have to hide themselves in hidden spots in first byakhees, and ever since, their kind has unwaveringly served the spiders' lair to avoid frightening off lord of Carcosa, the spiders they depend on.King in Yellow.
*
* WasOnceAMan: When Alar declared war upon Carcosa, the
* MultipurposeTongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
* NoSell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
* SpiderLimbs: Like spiders, they have eight limbs. ''Unlike'' spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling
* TheSymbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying
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[[folder:Urhag]]
->'''Level:''' 3
->'''Level:''' 3
to:
->'''Level:'''
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->'''Size:''' Medium
Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.
Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.
to:
->'''Size:''' Medium
Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.Small
Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.
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* BewareMyStingerTail: An urhag's whip-thin tail ends in a slender stinger which can infect victims with the red plague.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding its tendrils into limbs and controlling the body like a puppet.
to:
* BewareMyStingerTail: BodyOfBodies: The bodies of Cassomir strays are patchwork affairs, cobbled together from various captives and sustained by strange dero fluids.
* PoisonousPerson: Anurhag's whip-thin tail ends in a slender stinger which injured Cassomir stray can infect victims with the red plague.
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, slidingspray its tendrils into limbs fetid blood and controlling the body like bodily fluids from a puppet.wound, dousing enemies in hallucinogenic chemicals.
* PoisonousPerson: An
* ParasiteZombie: If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature's corpse, sliding
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[[folder:Vampiric Mist]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
to:
->'''Level:'''
->'''Alignment:'''
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Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
to:
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* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, and are BigEater: The decapus has an enormous appetite that often mistaken for vampires in gaseous form.drives it to consume whatever food is available.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
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[[folder:Web Lurker (Ettercap)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
to:
[[quoteright:300:https://static.
[[quoteright:250:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Web lurkers are ugly monsters
Burrowing ambush predators that
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
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* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control AntlionMonster: As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.
* {{Expy}}: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars thespiders they lair with, which they keep as both pets sarlaac]].
* NoBiologicalSex: Dust diggers are asexual andguardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name usedreproduce by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.budding.
* {{Expy}}: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars the
* NoBiologicalSex: Dust diggers are asexual and
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used
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[[folder:Zuipnyrn]]
->'''Level:''' 3
->'''Level:''' 3
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursue their own desires.
----
* TheBlank: In its natural form, a faceless stalker has no discernible facial features.
[[/folder]]
[[folder:Graul]]
->'''Level:''' 4
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->'''Size:''' Small
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
to:
->'''Size:''' Small
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.Large
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in ''Extinction Curse: Legacy of the Lost God''.
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* CharmPerson: A zuipnyrn can emit a hypnotic aura from its eye to entrance those around it.
* LightEmUp: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
* LightEmUp: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.
to:
* CharmPerson: MasterOfIllusion: Grauls have a natural talent for illusion and mimicry.
* TentacleRope: Azuipnyrn graul's lower tentacle can emit a hypnotic aura from its eye grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed toentrance those light. Travellers near Highhelm are advised to look out for fauna that congregate around it.
* LightEmUp: The zuipnyrn's eye stalk can producea blinding burst natural source of light as which they normally ignore, since this is often a defensive measure.sign of a graul's hunting ground.
* TentacleRope: A
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to
* LightEmUp: The zuipnyrn's eye stalk can produce
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!!Level 4
[[folder:Byakhee]]
[[folder:Byakhee]]
to:
[[folder:Byakhee]]
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->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Interstellar creatures hailing from Carcosa, where they exist as servants of Hastur.
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].
->'''Size:''' Medium
Interstellar creatures hailing from Carcosa, where they exist as servants of Hastur.
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Medium
Interstellar creatures hailing from Carcosa, where they exist as servantsSmall
When a restless samurai soul fuses with and mutates the body ofHastur.
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].a crustacean, a heikegani is the result.
->'''Size:'''
Interstellar creatures hailing from Carcosa, where they exist as servants
When a restless samurai soul fuses with and mutates the body of
Their 1e stats can be found in ''Strange Aeons: The Thrushmoor Terror'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/byakhee/ here]].
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* MixAndMatchCritters: Byakhees superficially combine elements of carrion birds, insects and mammals, giving an outward appearance that might at first glance seem possible in the natural world.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without a trace on the next rising of its planet's red sun. In truth, the city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the first byakhees, and ever since, their kind has unwaveringly served the lord of Carcosa, the King in Yellow.
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
* WasOnceAMan: When Alar declared war upon Carcosa, the former vanished without a trace on the next rising of its planet's red sun. In truth, the city and its citizens were absorbed and transformed by Carcosa. Alar's inhabitants became the first byakhees, and ever since, their kind has unwaveringly served the lord of Carcosa, the King in Yellow.
to:
* PublicDomainCharacter: They're lifted, mostly unchanged, from the Literature/CthulhuMythos.
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[[folder:Cassomir Stray]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
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->'''Size:''' Small
to:
->'''Size:''' SmallMedium
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* BodyOfBodies: The bodies of Cassomir strays are patchwork affairs, cobbled together from various captives and sustained by strange dero fluids.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in hallucinogenic chemicals.
* PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in hallucinogenic chemicals.
to:
* BodyOfBodies: The bodies of Cassomir strays are patchwork affairs, cobbled together from various captives GiantSpider: A karumzek is a spider that stands about 5 feet tall and sustained by strange dero fluids.
weighs around 200 pounds.
*PoisonousPerson: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in hallucinogenic chemicals.{{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
*
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[[folder:Decapus]]
to:
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->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilTrueNeutral
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Intelligent ambush predators that prefer the taste of humanoid flesh.
to:
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* BigEater: The decapus has an enormous appetite that often drives it to consume whatever food is available.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
to:
* BigEater: The decapus has an enormous appetite that often drives it to consume whatever food is available.
* ImAHumanitarian: The decapus is not above cannibalism when other food sourcesLivingDrawing: Living cave paintings are scarce.
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guardedprehistoric works of art animated by the female.
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.strange magic.
* ImAHumanitarian: The decapus is not above cannibalism when other food sources
* OffingTheOffspring: Male decapodes typically eat their own children if these are not guarded
* TentacledTerror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
* ToServeMan: The decapus favors humanoid flesh over all other food.
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[[folder:Dust Digger]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dust_digger.jpg]]
->'''Level:''' 4
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dust_digger.jpg]]
->'''Level:''' 4
to:
[[quoteright:250:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
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->'''Size:''' Large
Burrowing ambush predators that favor desert environments.
Burrowing ambush predators that favor desert environments.
to:
->'''Size:''' Large
Burrowing ambush predators that favor desert environments.Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Burrowing ambush predators that favor desert environments.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Changed line(s) 996,998 (click to see context) from:
* AntlionMonster: As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.
* {{Expy}}: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars the sarlaac]].
* NoBiologicalSex: Dust diggers are asexual and reproduce by budding.
* {{Expy}}: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of [[Franchise/StarWars the sarlaac]].
* NoBiologicalSex: Dust diggers are asexual and reproduce by budding.
to:
* AntlionMonster: As ambush predators, dust diggers spend BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the majority of strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their lives buried beneath the sand, waiting patiently for prey to stumble over transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In theirambush site.
* {{Expy}}: Between their artnatural forms they combine the qualities of the anglerfish, the rock octopus, and their ability to make the scorpion: translucent, chitinous plates shift freely around the hulking frame of a sinkhole, dust diggers distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics arepretty reminiscent of [[Franchise/StarWars the sarlaac]].
* NoBiologicalSex: Dust diggers are asexualasexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled bybudding.human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their
* {{Expy}}: Between their art
* BizarreAlienReproduction: Mimics are
* NoBiologicalSex: Dust diggers are asexual
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 1001,1002 (click to see context) from:
[[folder:Faceless Stalker (Ugothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg]]
Changed line(s) 1004,1007 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursue their own desires.
->'''Size:''' Medium
Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursue their own desires.
to:
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:'''Medium
Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursueLarge
Creatures that revel in theirown desires.role as scavenger and garbage disposal.
->'''Size:'''
Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursue
Creatures that revel in their
Changed line(s) 1009 (click to see context) from:
* TheBlank: In its natural form, a faceless stalker has no discernible facial features.
to:
* TheBlank: In ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in itsnatural form, sewers as a faceless stalker has no discernible facial features.living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its
Changed line(s) 1012 (click to see context) from:
[[folder:Graul]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png]]
Changed line(s) 1014,1015 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
->'''Size:''' Large
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''LargeMedium
->'''Size:'''
Changed line(s) 1017,1019 (click to see context) from:
* MasterOfIllusion: Grauls have a natural talent for illusion and mimicry.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around a natural source of light which they normally ignore, since this is often a sign of a graul's hunting ground.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around a natural source of light which they normally ignore, since this is often a sign of a graul's hunting ground.
to:
* MasterOfIllusion: Grauls have MadeOfIncendium: A scalathrax constantly sweats a natural talent for illusion slick, glistening, flammable oil.
* PoisonousPerson: The scalathrax's bite is venomous, andmimicry.
* TentacleRope: A graul's lower tentacleit can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate arounddisgorge a natural source gout of light which they normally ignore, since this is often a sign of a graul's hunting ground.toxic oil from its mouth.
* PoisonousPerson: The scalathrax's bite is venomous, and
* TentacleRope: A graul's lower tentacle
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around
Changed line(s) 1022,1027 (click to see context) from:
[[folder:Heikegani]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
Changed line(s) 1029 (click to see context) from:
* WasOnceAMan: When a samurai becomes so obsessed with purpose that they cannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body of a crustacean and mutates it to serve as their new host. The soul of a heikegani has very few memories from life, but retains its single-minded sense of purpose and honour.
to:
* WasOnceAMan: When a samurai becomes so obsessed with purpose that they cannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body of a crustacean and mutates it to serve as CannibalismSuperpower: Shanrigol behemoths often gain abilities from their new host. The soul constituent creatures as they incorporate pieces of these creatures.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with aheikegani has very few memories mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
* RubberMan: A shanrigol can separate its flesh fromlife, but retains its single-minded sense of purpose and honour.bones to fit through small spaces.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with a
* RubberMan: A shanrigol can separate its flesh from
Changed line(s) 1032,1036 (click to see context) from:
[[folder:Karumzek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[quoteright:350:https://static.tvtropes.
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
Changed line(s) 1038,1039 (click to see context) from:
* GiantSpider: A karumzek is a spider that stands about 5 feet tall and weighs around 200 pounds.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
to:
* BioweaponBeast: Alaznist created the shriezyx to be living weapons and guardian monsters, and they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others into the present day.
* GiantSpider:A karumzek is They resemble monstrous spiders three feet in height. Queens can reach a spider solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx thatstands about 5 feet tall direct and weighs around 200 pounds.
control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
*{{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.SpiderSwarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
* GiantSpider:
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx that
*
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
Changed line(s) 1042 (click to see context) from:
[[folder:Living Cave Painting]]
to:
Changed line(s) 1044 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralChaoticEvil
Deleted line(s) 1046,1047 (click to see context) :
Ancient guardians that haunt the dark places of the earth, hidden among the art of the most ancient peoples.
Changed line(s) 1049 (click to see context) from:
* LivingDrawing: Living cave paintings are prehistoric works of art animated by strange magic.
to:
* LivingDrawing: Living cave paintings are prehistoric works HumanDisguise: A snowdrifter can take the form of art animated by strange magic.a person or animal to lure out its prey into the cold and dark.
Changed line(s) 1052,1058 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Changed line(s) 1060,1085 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
to:
* BecomeARealBoy: Mimics that encounter humans enough will find {{Cyclops}}: At the heart of each swimming eye is a disturbingly human-looking eyeball.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselvesgripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure by rupturing their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take theouter shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long agomembranes, splattering an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinatedenemy with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.gruesome vitreous fluid.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 1088 (click to see context) from:
[[folder:Otyugh]]
to:
Changed line(s) 1091,1093 (click to see context) from:
->'''Size:''' Large
Creatures that revel in their role as scavenger and garbage disposal.
Creatures that revel in their role as scavenger and garbage disposal.
to:
->'''Size:''' Large
CreaturesMedium
Tentacled ambush predators thatrevel in their role as scavenger and garbage disposal.rely on potent venom to bring down prey.
Creatures
Tentacled ambush predators that
Changed line(s) 1095,1096 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
* ArchEnemy: Ofalths' domains typically overlap CombatTentacles: One of the tentamort's long tentacles is covered with those tiny, sticky nodules and is capable of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, constricting prey, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughsthe other ends in a long, thin stinger. The tentamort grabs its sewers as prey with its constricting tentacle and stings the grappled target with the other.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into aliving waste disposal system.rancid slurry the tentamort can then drink with the same stinger.
* MundaneUtility: More than one city keeps otyughs
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a
Changed line(s) 1099,1102 (click to see context) from:
[[folder:Scalathrax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
to:
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
The spawn of Ghlaunder, incubated in the body of a willing follower for anywhere between days and decades.
Their stats can be found in ''Bestiary 5'', ''Feast of Ravenmoor'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightspawn/ here]].
Changed line(s) 1105,1106 (click to see context) from:
* MadeOfIncendium: A scalathrax constantly sweats a slick, glistening, flammable oil.
* PoisonousPerson: The scalathrax's bite is venomous, and it can disgorge a gout of toxic oil from its mouth.
* PoisonousPerson: The scalathrax's bite is venomous, and it can disgorge a gout of toxic oil from its mouth.
to:
* MadeOfIncendium: A scalathrax constantly sweats a slick, glistening, flammable oil.
* PoisonousPerson:MosquitoMiscreants: The scalathrax's bite blightspawn is venomous, and it can disgorge a gout of toxic oil from its mouth.an evil, human-sized, mosquito-like creature which serves Ghlaunder.
* PoisonousPerson:
Changed line(s) 1109,1112 (click to see context) from:
[[folder:Shanrigol]]
->'''Level:''' 4 (heap), 9 (behemoth)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (heap), Gargantuan (behemoth)
->'''Level:''' 4 (heap), 9 (behemoth)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (heap), Gargantuan (behemoth)
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
Changed line(s) 1114,1116 (click to see context) from:
* CannibalismSuperpower: Shanrigol behemoths often gain abilities from their constituent creatures as they incorporate pieces of these creatures.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with a mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
* RubberMan: A shanrigol can separate its flesh from its bones to fit through small spaces.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together with a mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
* RubberMan: A shanrigol can separate its flesh from its bones to fit through small spaces.
to:
* CannibalismSuperpower: Shanrigol behemoths often gain abilities from their constituent creatures as they incorporate pieces of these creatures.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped togetherCombatTentacles: The bogwid attacks with a mixture two undulating tentacles, the bottoms of alchemical compounds or odious energy which are lined with ragged, bony ridges that can quicken tear into an undead shanrigol.
exposed flesh.
*RubberMan: WeaponizedOffspring: A shanrigol bogwid can separate launch one of the offspring clinging to its flesh from its bones back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to fit through small spaces.the target and begins draining blood.
* NonHumanUndead: Discarded remnants of aberrant flesh heaped together
*
Changed line(s) 1119,1126 (click to see context) from:
[[folder:Shriezyx]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG]]
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:''' 4 (normal), 8 (queen)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (normal), Large (queen)
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG]]
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:''' 4 (normal), 8 (queen)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (normal), Large (queen)
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG]]
[[caption-width-right:350:A shrieyx queen.]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Living weapons created by ancient wizards,
Adaptive telepathic natives of Bretheda, the
Changed line(s) 1128,1132 (click to see context) from:
* BioweaponBeast: Alaznist created the shriezyx to be living weapons and guardian monsters, and they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others into the present day.
* GiantSpider: They resemble monstrous spiders three feet in height. Queens can reach a solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx that direct and control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
* SpiderSwarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
* GiantSpider: They resemble monstrous spiders three feet in height. Queens can reach a solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx that direct and control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
* SpiderSwarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
to:
* BioweaponBeast: Alaznist created the shriezyx to be living weapons and guardian monsters, and AdaptiveAbility: Brethedans can adapt their bodies at will, gaining more powerful options as they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others mature.
* FusionDance: They can combine intothe present day.
larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
*GiantSpider: LivingGasbag: They vaguely resemble monstrous spiders three feet in height. Queens can reach something like a solid eight.
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyxgiant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that direct and control their lesser kin like generals. In this case, even allow them to float through the reproduction angle of real insect queens is gone -- shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest endless skies of their kind.
gas giant homeworld.
*SpiderSwarm: Shriezyx live NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in largehives, and when disturbed attack as moving carpets of chittering, swarming bodies.
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plannumbers to exploit their fear of fire.form enormous, hyper-intelligent shared consciousness.
* FusionDance: They can combine into
*
* HiveQueen: Shriezyx queens are gigantic, powerful version of common shriezyx
*
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large
* YouHaveToBurnTheWeb: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan
Changed line(s) 1135,1138 (click to see context) from:
[[folder:Snowdrifter]]
->'''Level:''' 4
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
->'''Level:''' 4
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
Changed line(s) 1140 (click to see context) from:
* HumanDisguise: A snowdrifter can take the form of a person or animal to lure out its prey into the cold and dark.
to:
* HumanDisguise: A snowdrifter can take BrownNote: Cloakers have the form of a person or animal ability to lure out its prey into the cold and dark.emit an infrasonic moan which unnerves anything that hears it.
Changed line(s) 1143,1146 (click to see context) from:
[[folder:Swimming Eye Swarm]]
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
->'''Level:''' 4
->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Blood-sucking predators who lurk in slow moving waterways and muddy lake shores.
Changed line(s) 1148,1149 (click to see context) from:
* {{Cyclops}}: At the heart of each swimming eye is a disturbingly human-looking eyeball.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves by rupturing their outer membranes, splattering an enemy with gruesome vitreous fluid.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves by rupturing their outer membranes, splattering an enemy with gruesome vitreous fluid.
to:
* {{Cyclops}}: At BellyMouth: The underside of the heart cuero features a large circular maw of each swimming eye is a disturbingly human-looking eyeball.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves by rupturing their outer membranes, splattering an enemy with gruesome vitreous fluid.fangs.
* SuicideAttack: As a defence mechanism, some zooids in a swimming eye swarm sacrifice themselves by rupturing their outer membranes, splattering an enemy with gruesome vitreous fluid.
Changed line(s) 1152,1154 (click to see context) from:
[[folder:Tentamort]]
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1157 (click to see context) from:
Tentacled ambush predators that rely on potent venom to bring down prey.
to:
Changed line(s) 1159,1160 (click to see context) from:
* CombatTentacles: One of the tentamort's long tentacles is covered with tiny, sticky nodules and is capable of constricting prey, while the other ends in a long, thin stinger. The tentamort grabs its prey with its constricting tentacle and stings the grappled target with the other.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.
to:
* CombatTentacles: One of FantasticRacism: Elder things often see themselves as the tentamort's long tentacles is covered with tiny, sticky nodules most learned and is capable of constricting prey, while the advanced species on any planet they visit, and tend to treat most other ends forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial ina long, thin stinger. The tentamort grabs its prey nature, with its constricting tentacle five wings, five tentacle-like arms and stings the grappled target with the other.
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.five eyestalks.
* StarfishAliens: Their bodies are radial in
* ImMelting: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.
Changed line(s) 1163,1165 (click to see context) from:
!!Level 5
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png]]
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png]]
to:
[[folder:Blightspawn]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png]]
Changed line(s) 1167 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilNeutralEvil
Changed line(s) 1170,1172 (click to see context) from:
The spawn of Ghlaunder, incubated in the body of a willing follower for anywhere between days and decades.
Their stats can be found in ''Bestiary 5'', ''Feast of Ravenmoor'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightspawn/ here]].
Their stats can be found in ''Bestiary 5'', ''Feast of Ravenmoor'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightspawn/ here]].
to:
Their stats can be found in ''Bestiary 5'', ''Feast of Ravenmoor'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/blightspawn/ here]].
Changed line(s) 1174 (click to see context) from:
* MosquitoMiscreants: The blightspawn is an evil, human-sized, mosquito-like creature which serves Ghlaunder.
to:
* MosquitoMiscreants: MoreTeethThanTheOsmondFamily: The blightspawn fachen's mouth is an evil, human-sized, mosquito-like creature which serves Ghlaunder.a snarling and snapping thing filled with two full rows of long, sharp teeth.
* ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.
* ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.
Changed line(s) 1177 (click to see context) from:
[[folder:Bogwid]]
to:
Changed line(s) 1179 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
to:
->'''Alignment:''' ChaoticNeutralTrueNeutral
Changed line(s) 1182 (click to see context) from:
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
to:
Changed line(s) 1184,1185 (click to see context) from:
* CombatTentacles: The bogwid attacks with two undulating tentacles, the bottoms of which are lined with ragged, bony ridges that can tear into exposed flesh.
* WeaponizedOffspring: A bogwid can launch one of the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood.
* WeaponizedOffspring: A bogwid can launch one of the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the target and begins draining blood.
to:
* CombatTentacles: The bogwid attacks AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded withtwo undulating tentacles, the bottoms of which are lined with ragged, bony ridges that can tear into exposed flesh.
* WeaponizedOffspring: A bogwid can launch one of the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the targettoothy maws and begins draining blood.staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with
* WeaponizedOffspring: A bogwid can launch one of the offspring clinging to its back at a target as a ranged touch attack. On a successful hit, the offspring attaches itself to the target
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 1188,1193 (click to see context) from:
[[folder:Brethedan]]
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.
Changed line(s) 1195,1199 (click to see context) from:
* AdaptiveAbility: Brethedans can adapt their bodies at will, gaining more powerful options as they mature.
* FusionDance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
* FusionDance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
to:
* AdaptiveAbility: Brethedans AcidAttack: A gibtanius can adapt their bodies at will, gaining more attack by vomiting a stream of acid.
* InASingleBound: A full-grown gibtas uses its powerfuloptions as they mature.
* FusionDance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacleslegs and filled for the most part with lighter-than gases that allow them rubbery body to float through the endless skies bound great distances.
* WaddlingHead: The gibtas' body consists oftheir gas giant homeworld.
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that namean acid-dripping mouth, five bulbous black eyes and in all ''Pathfinder'' material they're simply called Brethedans after their homeworld of Bretheda.
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.two powerful, gangly legs.
* InASingleBound: A full-grown gibtas uses its powerful
* FusionDance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
* LivingGasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles
* WaddlingHead: The gibtas' body consists of
* NamedAfterTheirPlanet: While their race is properly named 'barathu', no one on Golarion actually knows that name
* StarfishAliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
Changed line(s) 1202 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
to:
Changed line(s) 1204,1207 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
to:
->'''Alignment:''' ChaoticNeutral
NeutralEvil
->'''Size:'''Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.Medium
->'''Size:'''
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
Changed line(s) 1209 (click to see context) from:
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* BrownNote: Cloakers have the ability to emit ImprovisedArmour: Scrapborn secrete an infrasonic moan which unnerves anything adhesive that hears it.allows them to gather up debris and attach it to their bodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
Changed line(s) 1212,1214 (click to see context) from:
[[folder:Cuero]]
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
to:
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1217 (click to see context) from:
Blood-sucking predators who lurk in slow moving waterways and muddy lake shores.
to:
Changed line(s) 1219 (click to see context) from:
* BellyMouth: The underside of the cuero features a large circular maw of fangs.
to:
* BellyMouth: The underside of EatenAlive: Grimslakes take particular delight in the cuero features a large circular maw sound of fangs.screams as they feed.
* FoodChainOfEvil: On the Outer Rifts, grimslakes often hunt lesser demons.
* FoodChainOfEvil: On the Outer Rifts, grimslakes often hunt lesser demons.
Changed line(s) 1222,1227 (click to see context) from:
[[folder:Elder Thing]]
->'''Level:''' 5
->'''Alignment:''' LawfulNeutral
->'''Size:''' Medium
Bizarre extraterrestrial travelers who wage war against alghollthu, mi-go, the Dominion of the Black, and cults of the Outer Gods.
->'''Level:''' 5
->'''Alignment:''' LawfulNeutral
->'''Size:''' Medium
Bizarre extraterrestrial travelers who wage war against alghollthu, mi-go, the Dominion of the Black, and cults of the Outer Gods.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Bizarre extraterrestrial travelers who wage war against alghollthu, mi-go, the Dominion
Wormlike hunters of
Changed line(s) 1229,1230 (click to see context) from:
* FantasticRacism: Elder things often see themselves as the most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
to:
* FantasticRacism: Elder things often see themselves as the most learned and advanced species TooManyMouths: The head of a rorkoun branches into four mouthparts set on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.throat-like stalks.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
Changed line(s) 1233,1238 (click to see context) from:
[[folder:Fachen]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.
Spawned servants of neothelids who follow their orders without hesitation.
Changed line(s) 1240,1241 (click to see context) from:
* MoreTeethThanTheOsmondFamily: The fachen's mouth is a snarling and snapping thing filled with two full rows of long, sharp teeth.
* ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.
* ToServeMan: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.
to:
* MoreTeethThanTheOsmondFamily: The fachen's mouth is a snarling and snapping thing filled AbstractEater: Of sanity; they eat the rational thoughts of others, driving them insane with two full rows unleashed hallucinations (though it is possible to recover).
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension oflong, sharp teeth.
their masters' plans and some extra psychic powers.
*ToServeMan: Fachens prefer humanoid flesh over all MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other food, and will pass by a pasture full absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of cattle missions they ate from their siblings.
* RightHandCat: Weirdly, they seem tohunt a single humanoid.find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of
*
* RightHandCat: Weirdly, they seem to
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
Changed line(s) 1244,1245 (click to see context) from:
[[folder:Gibbering Mouther]]
->'''Level:''' 5
->'''Level:''' 5
to:
->'''Level:'''
Changed line(s) 1247,1249 (click to see context) from:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
Screaming masses of misshapen flesh who drive others mad with their cries.
to:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.Large
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 1251,1254 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
FlyingSeafoodSpecial: Skrik nettles are bizarre-looking flying creatures that resemble large jellyfishes.
*BlobMonster: It's a seething, constantly shifting blob studded IFellForHours: Skrik nettles inject prey with toothy maws a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.its meal to crash helplessly to the ground below.
*
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 1257,1258 (click to see context) from:
[[folder:Gibtas]]
->'''Level:''' 5 (bounder), 6 (spawn swarm), 8 (gibtanius)
->'''Level:''' 5 (bounder), 6 (spawn swarm), 8 (gibtanius)
to:
->'''Level:'''
Changed line(s) 1260 (click to see context) from:
->'''Size:''' Small (bounder), Large (spawn swarm, gibtanius)
to:
->'''Size:''' Small (bounder), Large (spawn swarm, gibtanius)Medium
Changed line(s) 1262,1264 (click to see context) from:
* AcidAttack: A gibtanius can attack by vomiting a stream of acid.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.
* InASingleBound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
* WaddlingHead: The gibtas' body consists of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.
to:
* AcidAttack: A gibtanius can attack by vomiting a stream HumanDisguise: Under the guise of acid.
* InASingleBound: A full-grown gibtas uses its powerful legshumanoids, slime puppeteers infiltrate humanoid settlements and rubbery body telepathically send back information to bound great distances.
their masters.
*WaddlingHead: KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin with that of the victim. The gibtas' body consists puppeteer's form replaces the skin of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
* InASingleBound: A full-grown gibtas uses its powerful legs
*
Changed line(s) 1267,1270 (click to see context) from:
[[folder:Scrapborn]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Hunters of the void that feed on blood.
Changed line(s) 1272,1273 (click to see context) from:
* ImprovisedArmour: Scrapborn secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
to:
* ImprovisedArmour: Scrapborn secrete an adhesive that allows them to gather up debris TheAgeless: Star vampires are biologically immortal and attach it to their bodies for protection.
live forever until killed.
*MonsterKnight: CombatTentacles: A very diligent and patient or wealthy scrapborn star vampire can even construct a full suit of armour and lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can beable to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as seen when they walk through a city or castle.start feeding on blood.
*
* InvisibleMonsters: Star vampires are naturally invisible, but can be
Changed line(s) 1276,1278 (click to see context) from:
!!Level 6
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grimslake.png]]
to:
[[folder:Grimslake]]
[[quoteright:350:https://static.tvtropes.
Changed line(s) 1280 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilNeutralEvil
Changed line(s) 1283 (click to see context) from:
Scavengers from the Abyss who feed from battlefields and mass graves.
to:
Changed line(s) 1285,1286 (click to see context) from:
* EatenAlive: Grimslakes take particular delight in the sound of screams as they feed.
* FoodChainOfEvil: On the Abyss, grimslakes often hunt lesser demons.
* FoodChainOfEvil: On the Abyss, grimslakes often hunt lesser demons.
to:
* EatenAlive: Grimslakes take particular delight in the sound EyeBeams: A telgrodradt can fire a sickly purple beam of screams as they feed.
negative energy from its eyes.
* FoodChainOfEvil:On Telgrodradts must consume the Abyss, grimslakes often hunt lesser demons.rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
* FoodChainOfEvil:
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
Changed line(s) 1289 (click to see context) from:
[[folder:Rorkoun]]
to:
Changed line(s) 1291,1294 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Wormlike hunters of waterways.
->'''Size:''' Huge
Wormlike hunters of waterways.
to:
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:'''Huge
Wormlike hunters of waterways.Medium
Creatures from the Dreamlands that feed on undead flesh.
->'''Size:'''
Wormlike hunters of waterways.
Creatures from the Dreamlands that feed on undead flesh.
Changed line(s) 1296 (click to see context) from:
* TooManyMouths: The head of a rorkoun branches into four mouthparts set on throat-like stalks.
to:
* TooManyMouths: The head of a rorkoun branches into four mouthparts set on throat-like stalks.EyelessFace: A wamp lacks eyes and 'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
Changed line(s) 1299,1305 (click to see context) from:
[[folder:Seugathi]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
->'''Level:''' 6 (normal), 8 (savant)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Spawned servants of neothelids who follow their orders without hesitation.
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
->'''Level:''' 6 (normal), 8 (savant)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Spawned servants of neothelids who follow their orders without hesitation.
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG]]
[[folder:Aatheriexa]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Spawned servants
Once a race of
Changed line(s) 1307,1312 (click to see context) from:
* AbstractEater: Of sanity; they eat the rational thoughts of others, driving them insane with unleashed hallucinations (though it is possible to recover).
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
to:
* AbstractEater: Of sanity; they eat ExtraEyes: An aatheriexa has an eye at the rational thoughts end of others, driving them insane with unleashed hallucinations (though it is possible every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh torecover).
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight toslough off the death, devouring each other and absorbing the losers' orders until only the strongest and most cunning are left to pursue the dozens of missions they ate from their siblings.
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to
* EliteMooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
* MonstrousCannibalism: By design; when creating seugathi, neothelids spawn far more than they need, each individual one having a different order. They then fight to
* RightHandCat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
* ServantRace: To neothelids, their creators, who use them as more disposable agents then themselves.
* WorthlessYellowRocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.
Changed line(s) 1315,1316 (click to see context) from:
[[folder:Skrik Nettle]]
->'''Level:''' 6
->'''Level:''' 6
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:'''
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
Changed line(s) 1320,1321 (click to see context) from:
* FlyingSeafoodSpecial: Skrik nettles are bizarre-looking flying creatures that resemble large jellyfishes.
* IFellForHours: Skrik nettles inject prey with a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.
* IFellForHours: Skrik nettles inject prey with a magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end and its meal to crash helplessly to the ground below.
to:
* FlyingSeafoodSpecial: Skrik nettles FaunsAndSatyrs: Capramaces are bizarre-looking flying creatures that resemble large jellyfishes.
* IFellForHours: Skrik nettles inject prey with aapparently the result of some magical poison that causes the victim to float helplessly up into the sky. When the prey rises high, the skrik nettle waits for the poison to end combination between human and its meal to crash helplessly to the ground below.goat.
* IFellForHours: Skrik nettles inject prey with a
Changed line(s) 1324,1327 (click to see context) from:
[[folder:Slime Puppeteer (Ungothol)]]
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
->'''Level:''' 6
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
Changed line(s) 1329,1330 (click to see context) from:
* HumanDisguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements and telepathically send back information to their masters.
* KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin with that of the victim. The puppeteer's form replaces the skin of the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
* KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin with that of the victim. The puppeteer's form replaces the skin of the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
to:
* HumanDisguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements EatenAlive: A chuul's paralyzed victims are typically eaten while alive and telepathically send back information to immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through theirmasters.
tentacles.
*KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their target, killing it, then merge their own skin with that of victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer thevictim. The puppeteer's form replaces the skin flesh of the corpse, intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their
*
* ToServeMan: Chuuls prefer the
Changed line(s) 1333,1335 (click to see context) from:
[[folder:Star Vampire]]
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1338 (click to see context) from:
Hunters of the void that feed on blood.
to:
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
Changed line(s) 1340,1342 (click to see context) from:
* TheAgeless: Star vampires are biologically immortal and live forever until killed.
* CombatTentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
* CombatTentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
to:
* TheAgeless: Star vampires are biologically immortal and live forever until killed.
* CombatTentacles: A star vampire can lacerate enemiesThatsNoMoon: When lying motionless with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.its mouth open, a geomaw looks like no more than a natural crystal formation.
* CombatTentacles: A star vampire can lacerate enemies
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
Changed line(s) 1345,1351 (click to see context) from:
[[folder:Telgrodradt]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Aberrations with an innate connection to necromantic energies.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
->'''Level:''' 6
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Aberrations with an innate connection to necromantic energies.
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Aberrations with an innate connection
Mysterious and eerie beings that have some tie to
Changed line(s) 1353,1355 (click to see context) from:
* EyeBeams: A telgrodradt can fire a sickly purple beam of negative energy from its eyes.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
to:
* EyeBeams: A telgrodradt can fire a sickly purple beam of negative energy from its eyes.
* FoodChainOfEvil: Telgrodradts must consume the rotting meatAboveGoodAndEvil: They don't care about morality or emotions, just that fate comes to pass regardless of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little repercussions for other creatures or even themselves.
* AbstractEater: Some claim they derive sustenance frombodies not suffused suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, withnegative energy.
their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
*{{Necromancer}}: Any TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature thatdies killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember thedisease words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were atelgrodradt transmits rises real change in 24 hours as mindless undead.temperature, but, because it's mental, spells to protect against the elements do nothing against it.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat
* AbstractEater: Some claim they derive sustenance from
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with
*
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember the
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a
Changed line(s) 1358,1359 (click to see context) from:
[[folder:Wamp]]
->'''Level:''' 6
->'''Level:''' 6
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:'''
Changed line(s) 1363 (click to see context) from:
Creatures from the Dreamlands that feed on undead flesh.
to:
Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Narrik here]].
Changed line(s) 1365,1366 (click to see context) from:
* EyelessFace: A wamp lacks eyes and 'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
to:
* EyelessFace: DefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
* ExtraEyes: Awamp lacks eyes narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom and'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.hallucinogenic pheromones.
* ExtraEyes: A
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom and
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
Changed line(s) 1369,1370 (click to see context) from:
!!Level 7
[[folder:Aatheriexa]]
[[folder:Aatheriexa]]
to:
[[folder:Aatheriexa]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
Changed line(s) 1372,1375 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Once a race of conquerors and slavers, the destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
->'''Size:''' Medium
Once a race of conquerors and slavers, the destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
to:
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:'''Medium
Once a raceDiminutive
Occularis are amalgams ofconquerors and slavers, the destruction of grotesquely mutated eyes. Motivated by their homeworld has reduced the aatheriexa desire to wanderers who take out see all things, they hunt down hosts for their hatred on anyone who crosses their path.component parts and use them to experience the wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
->'''Size:'''
Once a race
Occularis are amalgams of
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
Changed line(s) 1377,1378 (click to see context) from:
* ExtraEyes: An aatheriexa has an eye at the end of every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
to:
* ExtraEyes: EyeScream: An aatheriexa has occulari can burrow tendrils into a victim's eyes, plucking them out, blinding the creature, and inserting two of its own eyes in their place.
* {{Oculothorax}}: Each individual occulari is an eyeat the end of every of whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with itsinnumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.own, an occulari can see through these new eyes at will.
* {{Oculothorax}}: Each individual occulari is an eye
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
Changed line(s) 1380,1384 (click to see context) from:
[[folder:Capramace]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
to:
[[folder:Azgenzak]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1387 (click to see context) from:
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
to:
Changed line(s) 1389 (click to see context) from:
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
to:
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination BlobMonster: An azgenzak is an undulating, amorphous sac that can pass over, around and between human obstacles that might block a more solid creature.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape andgoat.colour.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and
Changed line(s) 1392,1398 (click to see context) from:
[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:''' Small
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
Changed line(s) 1400,1404 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoymentDepartureMeansDeath: Created by the magic of the Ghantibhu Pits beneath the Open Bridge, bhanyadas taken away from other creatures' physical that region quickly decay into a repulsive slurry.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain andemotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefergive information so the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usuallygo after hryngar or morlocks.have at least four thick arms ending in meaty fists.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and
* ToServeMan: Chuuls prefer
* MultiArmedAndDangerous: Bhanyada behemoths usually
Changed line(s) 1407,1409 (click to see context) from:
[[folder:Geomaw]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:''' 7
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:''' 7
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png]]
->'''Level:'''
Changed line(s) 1411,1415 (click to see context) from:
->'''Size:''' Large
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
to:
->'''Size:''' Large
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].Large (adult), Small (broodling)
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in ''Down the Blighted Path'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Geomaw here]].
Changed line(s) 1417 (click to see context) from:
* ThatsNoMoon: When lying motionless with its mouth open, a geomaw looks like no more than a natural crystal formation.
to:
* ThatsNoMoon: When lying motionless BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from itsmouth open, victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If ageomaw looks like no more than chelarac takes damage that causes one of the blisters on its abdomen to pop, a natural crystal formation.chelarac broodling is released.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its
* SmashedEggsHatching: If a
Changed line(s) 1420,1426 (click to see context) from:
[[folder:Mothman]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:''' 7 (normal), 12 (elder)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium (normal), Large (elder)
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:''' 7 (normal), 12 (elder)
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Medium (normal), Large (elder)
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that
Sadistic monsters with a
Changed line(s) 1428,1463 (click to see context) from:
* AboveGoodAndEvil: They don't care about morality or emotions, just that fate comes to pass regardless of the repercussions for other creatures or even themselves.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
* GoodWingsEvilWings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak, while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
to:
* AboveGoodAndEvil: They don't care about morality or emotions, just that fate comes to pass regardless BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the repercussions higher ranges for other creatures or even themselves.
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esotericblindsight found in both function and purpose, such as lenses that make buildings look the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou likerubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charminvisibility, illusion spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligencemeans they can often persuade people to do what they want anyways.
* DarkIsNotEvil: Sure their passage often heralds disasterand death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature,genius-grade wisdom, and an obliteration ray.
* GlowingEyesOfDoom: One of the few consistent detailsis explicitly a pack hunter. The GM is not merely justified in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
* GodGuise: Some describeplaying them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
{{Magnificent Bastard}}s, but actively encouraged.
*GoodWingsEvilWings: Their wings vary SuperScream: A destrachan can project a blast of sonic energy in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, a cone, an area-affecting BrownNote, or as mothmen fly without flapping their wings and move easily in any direction through a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color door you care to name.
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they'rejust elaborate conmen who do what they do [[ItAmusedMe for shits and giggles]].
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak,closed while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.running away]].
* AbstractEater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
* BlackBox: The items they carry are esoteric
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like
* ChekhovsGun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
* TheChessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
* CompellingVoice: Thanks to a handful of charm
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence
* DarkIsNotEvil: Sure their passage often heralds disaster
* DeathRay: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
* DiscardAndDraw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature,
* GlowingEyesOfDoom: One of the few consistent details
* GodGuise: Some describe
*
* HellIsThatNoise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
* InSeriesNickname: Old elven works call them the Heralds of Doom.
* IWorkAlone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
* LargeAndInCharge: Mothman elders are a full size category bigger than typical mothmen.
* LaserGuidedAmnesia: They can cast ''[[FalseMemories modify memory]]'', using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
* ManBehindTheMan: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
* MonsterLord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
* TheMothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
* MultipleChoicePast: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
** Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
** They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
** They're from the future and are making sure the past takes course such that they will exist.
** The whole "guiding fate" thing is a lie and they're
* NeverEndingTerror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
* NewPowersAsThePlotDemands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting ''fireball'' to kill their opponents, but for subtler actions such as using ''rusting grasp'' to weaken a structure or ''major image'' to lure someone to a particular location at a particular time.
* NoBodyLeftBehind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
* OurCryptidsAreMoreMysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
* ThisWasHisTrueForm: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
* TimeAbyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
* SoulJar: Mothmen can create magical amulets known as ''mothman mementos'', usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
* TheSpook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
* TheVoiceless: Some say they never speak,
* YouCantFightFate: All too often, there's nothing anyone can do to foil their machinations.
* YourMindMakesItReal: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
Changed line(s) 1466,1468 (click to see context) from:
[[folder:Narrik]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:''' 7
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG]]
->'''Level:''' 7
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
Changed line(s) 1472,1474 (click to see context) from:
Narriks are living alchemical laboratories that naturally produce a cocktail of potent venom and hallucinogenic pheromones, as well as a sticky saliva in which they trap their victims. They stalk the lightless tunnels leading between Darklands and the surface, preying on sentient beings.
Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Narrik here]].
Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Narrik here]].
to:
Their stats can be found in ''Down the Blighted Path'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Narrik here]].
Changed line(s) 1476,1478 (click to see context) from:
* DefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
* ExtraEyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom and hallucinogenic pheromones.
* ExtraEyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom and hallucinogenic pheromones.
to:
* DefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a TheAgeless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent chain reaction ends often enough that ends with the corpse exploding, spraying nearby it's hard to tell.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it withnarrik venom.
* ExtraEyes: A narrik has a clusteran instinctive knowledge of eyespots atop its body, although it is nearly blind.
* PoisonousPerson: A narrik naturally produce a cocktail of potent venomthe planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and hallucinogenic pheromones.expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with
* ExtraEyes: A narrik has a cluster
* PoisonousPerson: A narrik naturally produce a cocktail of potent venom
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
Changed line(s) 1481,1489 (click to see context) from:
[[folder:Occulari]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
->'''Size:''' Diminutive
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:''' 7
->'''Alignment:''' ChaoticEvil
->'''Size:''' Diminutive
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the wider world.
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Occularis
Feral relatives of the brethedans that are
Their stats can be found in ''Down the Blighted Path'' or online [[http://www.aonprd.com/MonsterDisplay.aspx?ItemName=Occulari here]].
Changed line(s) 1491,1493 (click to see context) from:
* EyeScream: An occulari can burrow tendrils into a victim's eyes, plucking them out, blinding the creature, and inserting two of its own eyes in their place.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.
to:
* EyeScream: An occulari can burrow tendrils into TurnsRed: When a victim's eyes, plucking them out, blinding the creature, and inserting two Liavaran dreamer is reduced to half of its own eyes in their place.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes withtotal hit points or less, it angrily awakens from its own, normal somnambulant state and enters an occulari can see through these new eyes at will.atavistic fury.
* {{Oculothorax}}: Each individual occulari is an eye whose eyelids also serve as jaws, looking like a fanged maw.
* SeeingThroughAnothersEyes: After replacing a victim's eyes with
Changed line(s) 1495,1496 (click to see context) from:
!!Level 8
[[folder:Azgenzak]]
[[folder:Azgenzak]]
to:
[[folder:Azgenzak]]
[[folder:Fleshforged Conformer]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
Changed line(s) 1498,1501 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.
->'''Size:''' Large
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.
to:
->'''Alignment:''' NeutralEvil
ChaoticNeutral
->'''Size:'''Large
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.Medium
->'''Size:'''
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.
Changed line(s) 1503,1506 (click to see context) from:
* BlobMonster: An azgenzak is an undulating, amorphous sac that can pass over, around and between obstacles that might block a more solid creature.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against the distraction attack of its swarming pyrocules, the azgenzak attempts to pluck out one of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.
to:
* BlobMonster: An azgenzak is an undulating, amorphous sac that AnimateBodyParts: Fleshforged conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material.
* VoluntaryShapeshifting: Fleshforged conformers canpass over, around contort and between obstacles that might block reshape their body into a more solid creature.
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save againstdesired form, which helps them infiltrate Nexian society to better understand the distraction attack of its swarming pyrocules, arcane principles and occult secrets behind their creation. Some assume the azgenzak attempts to pluck out one guises of the target's eyes.
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shapehumans and colour.animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
* VoluntaryShapeshifting: Fleshforged conformers can
* CastFromHitPoints: An azgenzak takes damage when disgorging a swarm of pyrocules.
* EyeScream: When an azgenzak confirms a critical hit or a creature fails its save against
* EyesDoNotBelongThere: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
Changed line(s) 1509,1513 (click to see context) from:
[[folder:Bhanyada]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
->'''Level:''' 8 (scavenger), 11 (swarm), 12 (behemoth)
->'''Alignment:''' NeutralEvil
->'''Size:''' Small (scavenger), Large (swarm), Huge (behemoth)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
->'''Level:''' 8 (scavenger), 11 (swarm), 12 (behemoth)
->'''Alignment:''' NeutralEvil
->'''Size:''' Small (scavenger), Large (swarm), Huge (behemoth)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Natives of the Ethereal Plane who feed on hope.
Changed line(s) 1515,1517 (click to see context) from:
* DepartureMeansDeath: Created by the magic of the Ghantibhu Pits beneath the Open Bridge, bhanyadas taken away from that region quickly decay into a repulsive slurry.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
to:
* DepartureMeansDeath: Created by AbstractEater: Horlas feed on the magic hopes and dreams of humanoids, leaving the Ghantibhu Pits beneath host wracked with ennui.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause theOpen Bridge, bhanyadas taken away from creature to wake and obey it. If the creature is allowed to return to sleep before this duration expires, it forgets all activities it performed during that region quickly decay into a repulsive slurry.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.time.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
Changed line(s) 1520,1521 (click to see context) from:
[[folder:Chelarac]]
->'''Level:''' 8 (adult), 2 (broodling)
->'''Level:''' 8 (adult), 2 (broodling)
to:
->'''Level:'''
Changed line(s) 1523 (click to see context) from:
->'''Size:''' Large (adult), Small (broodling)
to:
->'''Size:''' Large (adult), Small (broodling)Medium
Denizens of the deep sea who view disease as sacred.
Denizens of the deep sea who view disease as sacred.
Changed line(s) 1525,1528 (click to see context) from:
* BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.
to:
* BeastWithAHumanFace: The chelarac appears LuringInPrey: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet,approach them by the safest and weighs over 800 pounds.
most direct path.
*IngestingKnowledge: A chelarac's TheVirus: An iku-turso's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: Ifinflicts a chelarac takes damage that supernatural disease called tursas, which causes one of the blisters on its abdomen victim's skin to pop, a chelarac broodling is released.grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet,
*
* SmashedEggsHatching: If
Changed line(s) 1531 (click to see context) from:
[[folder:Destrachan]]
to:
Changed line(s) 1534,1536 (click to see context) from:
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
Sadistic monsters with a potent sonic attack.
to:
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.Medium
Sadistic monsters with a potent sonic attack.
Changed line(s) 1538,1543 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills ToServeMan: K'nonna are much less interested in talking than eating, and one of the higher ranges for blindsight found humanoids are their preferred food.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only inthe game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells,half words and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blasthear only half of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].what anyone says.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells,
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast
Changed line(s) 1546,1547 (click to see context) from:
[[folder:Dimensional Shambler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
Changed line(s) 1549 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilNeutralEvil
Deleted line(s) 1551,1552 (click to see context) :
Planar wanderers driven to explore the Great Beyond.
Changed line(s) 1554,1565 (click to see context) from:
* TheAgeless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
to:
* TheAgeless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought alongSuperPersistentPredator: Muckish creeps are particularly tenacious and single-minded when they plane shift. They typically it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it.
* VampiricDraining: Muckish creeps feed on the blood of the living, and use thison creatures that can comprehend blood to keep their peril own forms moist and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.malleable.
* AmbiguousSituation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
* DraggedOffToHell: Any creature they grapple can be brought along
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this
* DrunkenMaster: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
* EatingOptional: They have no need to eat or drink, which makes surviving in hostile planes easier.
* EyelessFace: All they seem to have is a mouth.
* HumanoidAbomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
* LeanAndMean: Skeletally thin and all too willing to drag you to Hell and leave you there.
* RequiredSecondaryPowers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
* TheSleepless: Like many outsiders, they don't need to sleep.
* SummonMagic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
* TeleportSpam: The can cast ''dimension door'' at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
Changed line(s) 1568 (click to see context) from:
[[folder:Liavaran Dreamer]]
to:
Changed line(s) 1570,1573 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Feral relatives of the brethedans that are innately tied to magical ley lines.
->'''Size:''' Large
Feral relatives of the brethedans that are innately tied to magical ley lines.
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''Large
Feral relativesHuge
Children of Urgathoa who combine thebrethedans that are innately tied to magical ley lines.features of worms, insects, and people.
->'''Size:'''
Feral relatives
Children of Urgathoa who combine the
Changed line(s) 1575 (click to see context) from:
* TurnsRed: When a Liavaran dreamer is reduced to half of its total hit points or less, it angrily awakens from its normal somnambulant state and enters an atavistic fury.
to:
* TurnsRed: When a Liavaran dreamer is reduced {{Cult}}: They occasionally install themselves as the embodiments of various gods or demons. Ettercaps in particular tend to half get swept up into their circle of its total hit points or less, it angrily awakens from its normal somnambulant state and enters an atavistic fury.worship due to their shared connection to spiders.
Changed line(s) 1578,1579 (click to see context) from:
[[folder:Fleshforged Conformer]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png]]
Changed line(s) 1581 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
to:
->'''Alignment:''' ChaoticNeutralTrueNeutral
Stealthy predators that puppeteer corpses as bait for future prey.
Changed line(s) 1584,1593 (click to see context) from:
* AnimateBodyParts: Fleshforged conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament to observe living creatures and harvest biological material.
* VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their body into a desired form, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
* VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their body into a desired form, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
to:
* AnimateBodyParts: Fleshforged conformers are capable of attaching and detaching flesh from their bodies, often sending autonomous gobbets of fat and ligament ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to observe living creatures and harvest biological material.
* VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their bodybe little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into a desired form, which helps them infiltrate Nexian society to better understand the arcane principles and occult secrets behind their creation. Some assume the guises of humans and animals to lead quiet, settled lives in Nex.
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.its maw.
* VoluntaryShapeshifting: Fleshforged conformers can contort and reshape their body
[[/folder]]
[[folder:Hadrinnex]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* DumbMuscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.
Changed line(s) 1595,1601 (click to see context) from:
[[folder:Horla]]
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
Natives of the Ethereal Plane who feed on hope.
to:
[[folder:Blood Painter]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Natives of the Ethereal Plane who feed on hope.
Changed line(s) 1603,1604 (click to see context) from:
* AbstractEater: Horlas feed on the hopes and dreams of humanoids, leaving the host wracked with ennui.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the creature to wake and obey it. If the creature is allowed to return to sleep before this duration expires, it forgets all activities it performed during that time.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the creature to wake and obey it. If the creature is allowed to return to sleep before this duration expires, it forgets all activities it performed during that time.
to:
* AbstractEater: Horlas feed on the hopes WickedCultured: Exceptional art endlessly fascinates blood painters, and dreams of humanoids, leaving the host wracked with ennui.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the creature to wakeskilled dancers and obey it. If the creature is allowed painters occasionally create a new work to return to sleep before this duration expires, it forgets all activities it performed during that time.trade for their lives. Blood painters jealously guard these works, and also periodically steal masterpieces.
* {{Sleepwalking}}: When a horla dominates a sleeping creature, it can cause the creature to wake
Changed line(s) 1607,1612 (click to see context) from:
[[folder:Iku-Turso]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Denizens of the deep sea who view disease as sacred.
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Denizens of the deep sea who view disease as sacred.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Denizens of the deep sea who view disease as sacred.
Changed line(s) 1614,1615 (click to see context) from:
* LuringInPrey: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to approach them by the safest and most direct path.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes strange hallucinations, and eventually transforms the victim into an iku-turso.
to:
* LuringInPrey: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to approach them by the safest and most direct path.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causesFiendishFish: Dhuthorexes are strange hallucinations, and eventually transforms shark-like creatures that swim in sunless seas of the victim into an iku-turso.Darklands.
* TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pursue.
* TheVirus: An iku-turso's bite inflicts a supernatural disease called tursas, which causes the victim's skin to grow painfully scaly, causes
* TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pursue.
Changed line(s) 1618,1621 (click to see context) from:
[[folder:K'nonna]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The misbegotten offspring of Rovagug.
Changed line(s) 1623,1624 (click to see context) from:
* ToServeMan: K'nonna are much less interested in talking than eating, and humanoids are their preferred food.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.
to:
* ToServeMan: K'nonna are much less interested in talking than eating, and humanoids are their preferred food.
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, sinceCombatTentacles: The artery-like limbs they speak only in half words and hear only half of what anyone says.move on double as bludgeoning weapons.
* MeaningfulName: It means "wrongful birth."
* TheUnintelligible: K'nonna are intelligent but difficult to communicate with, since
* MeaningfulName: It means "wrongful birth."
Changed line(s) 1627,1630 (click to see context) from:
[[folder:Muckish Creep]]
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The larger cousins of the faceless stalkers, capable of transforming into larger creatures such as giants.
Changed line(s) 1632,1633 (click to see context) from:
* SuperPersistentPredator: Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects its next victim, there is little one can do to stop it.
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this blood to keep their own forms moist and malleable.
* VampiricDraining: Muckish creeps feed on the blood of the living, and use this blood to keep their own forms moist and malleable.
to:
* SuperPersistentPredator: Muckish creeps are particularly tenacious and single-minded when it comes to choosing prey. Once a muckish creep selects TheBlank: In its next victim, there is little one natural form, a faceless hulk has no discernible facial features.
* MakeMyMonsterGrow: In its natural form, a faceless hulk cando to stop it.
expand rapidly as a full-round action.
* VampiricDraining:Muckish creeps feed Faceless hulks cannot digest solid food and instead subsist on the liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of theliving, and use same size. Performing this blood to keep their own forms moist and malleable.transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can
* VampiricDraining:
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the
Changed line(s) 1636,1637 (click to see context) from:
[[folder:Weaverworm]]
->'''Level:''' 8
->'''Level:''' 8
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
->'''Level:'''
Changed line(s) 1639,1641 (click to see context) from:
->'''Size:''' Huge
Children of Urgathoa who combine the features of worms, insects, and people.
Children of Urgathoa who combine the features of worms, insects, and people.
to:
->'''Size:''' Huge
Children of Urgathoa who combine the features of worms, insects, and people.Large
Children of Urgathoa who combine the features of worms, insects, and people.
Changed line(s) 1643 (click to see context) from:
* {{Cult}}: They occasionally install themselves as the embodiments of various gods or demons. Ettercaps in particular tend to get swept up into their circle of worship due to their shared connection to spiders.
to:
* {{Cult}}: They occasionally install themselves as the embodiments BodyOfBodies: A galvo is made up of various gods or demons. Ettercaps in particular tend to get swept up dozens of electric eels, transmogrified into their circle one cooperative, electrified body. The galvo can disperse into a swarm of worship due eels to their shared connection do things it's incapable of in its normal form.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures tospiders.drop dead.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to
Changed line(s) 1646,1648 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
to:
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1650,1651 (click to see context) :
Stealthy predators that puppeteer corpses as bait for future prey.
Changed line(s) 1653 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than AsteroidsMonster: When a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does spawning canker has drained enough life force, it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter bursts apart into several slugspawn.
* BrainFood: When a slugspawn matures into a spawning canker, it violently devours itsmaw.host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
* BrainFood: When a slugspawn matures into a spawning canker, it violently devours its
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
Changed line(s) 1655,1658 (click to see context) from:
!!Level 9
[[folder:Blood Painter]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
[[folder:Blood Painter]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
to:
[[folder:Blood Painter]]
[[folder:Yithian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:'''
->'''Alignment:'''
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
Changed line(s) 1661 (click to see context) from:
* WickedCultured: Exceptional art endlessly fascinates blood painters, and skilled dancers and painters occasionally create a new work to trade for their lives. Blood painters jealously guard these works, and also periodically steal masterpieces.
to:
* WickedCultured: Exceptional art endlessly fascinates blood painters, BodySnatcher: Their most iconic ability -- they can swap minds with any creature across space and skilled dancers time, and painters occasionally create a new work tend to trade so on a species-wide scale whenever facing extinction. Of course this leaves the minds of an entire species lost, confused and doomed, but the yithians find this an acceptable sacrifice for their lives. Blood painters jealously guard these works, own survival.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, andalso periodically steal masterpieces.one that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and
Changed line(s) 1664,1667 (click to see context) from:
[[folder:Dhuthorex]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:''' 9 (deepwater dhuthorex), 11 (dread dhuthorex)
->'''Alignment:''' ChaoticNeutral
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
->'''Level:''' 9 (deepwater dhuthorex), 11 (dread dhuthorex)
->'''Alignment:''' ChaoticNeutral
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png]]
[[folder:Egregore]]
->'''Level:'''
->'''Alignment:'''
Servitors created by psionic cults as avatars of their power.
Changed line(s) 1670,1671 (click to see context) from:
* FiendishFish: Dhuthorexes are strange shark-like creatures that swim in sunless seas of the Darklands.
* TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pursue.
* TerrestrialSeaLife: These aquatic beasts can venture onto land if prey is easy to pursue.
to:
* FiendishFish: Dhuthorexes are strange shark-like creatures that swim BrainMonster: An egregore typically looks like a clump of brains wrapped in sunless seas arcs of light pulses and throbs. These brains aren't constructed like human brains, and seem to take this form only because of the Darklands.
conceptual link they represent.
*TerrestrialSeaLife: These aquatic beasts CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, which can venture onto land if prey become solid and lash out as tentacles.
* SuperEmpowering: The egregore iseasy a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to pursue.additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
*
* SuperEmpowering: The egregore is
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
Changed line(s) 1674,1675 (click to see context) from:
[[folder:Emkrah]]
->'''Level:''' 9
->'''Level:''' 9
to:
->'''Level:'''
Changed line(s) 1679 (click to see context) from:
The misbegotten offspring of Rovagug.
to:
Changed line(s) 1681,1682 (click to see context) from:
* CombatTentacles: The artery-like limbs they move on double as bludgeoning weapons.
* MeaningfulName: It means "wrongful birth."
* MeaningfulName: It means "wrongful birth."
to:
* CombatTentacles: The artery-like limbs EatDirtCheap: Gugs can eat rocks and draw sustenance from them, although they move on double aren't ideal food and only consumed as bludgeoning weapons.
a last resort in the absence of meat.
*MeaningfulName: It means "wrongful birth."KingMook: Gug savants, who are especially blessed by their dark deities and gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
*
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
Changed line(s) 1685,1688 (click to see context) from:
[[folder:Faceless Hulk (Ugoroth)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1691 (click to see context) from:
The larger cousins of the faceless stalkers, capable of transforming into larger creatures such as giants.
to:
Changed line(s) 1693,1696 (click to see context) from:
* TheBlank: In its natural form, a faceless hulk has no discernible facial features.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.
* MakeMyMonsterGrow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
* VampiricDraining: Faceless hulks cannot digest solid food and instead subsist on liquids, especially blood. In their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.
to:
* TheBlank: In its natural form, BewareMyStingerTail: The hyaleth's tail ends in a faceless hulk has no discernible facial features.
* MakeMyMonsterGrow: In its natural form, a faceless hulkstinger that can expand rapidly as deliver a full-round action.
neurotoxin.
*VampiricDraining: Faceless hulks cannot digest solid food ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep andinstead subsist on liquids, especially blood. In read their natural forms, they have three hollow tongues, which they use to penetrate and lap blood from smaller humanoids.
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.knowledge during their slumber.
* MakeMyMonsterGrow: In its natural form, a faceless hulk
*
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and
* VoluntaryShapeshifting: A faceless hulk can assume the form of a humanoid of the same size. Performing this transformation is somewhat painful, but the faceless hulk can maintain its new shape indefinitely.
Changed line(s) 1699,1703 (click to see context) from:
[[folder:Galvo]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
->'''Level:''' 9
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
Changed line(s) 1705,1706 (click to see context) from:
* BodyOfBodies: A galvo is made up of dozens of electric eels, transmogrified into one cooperative, electrified body. The galvo can disperse into a swarm of eels to do things it's incapable of in its normal form.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
to:
* BodyOfBodies: HumanDisguise: A galvo is made up of dozens of electric eels, transmogrified Leng hound can retract its bestial features into one cooperative, electrified body. its body to pretend to be the decaying corpse of a deformed human.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: Thegalvo can disperse into a swarm of eels to do things it's incapable of in its normal form.
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.Leng hound's form blends humanoid and canine features.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The
* ShockAndAwe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.
Changed line(s) 1709,1711 (click to see context) from:
[[folder:Moit of Shub-Niggurath]]
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
->'''Level:''' 9
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/nilith.png]]
->'''Level:'''
->'''Alignment:'''
Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=310 here]].
Changed line(s) 1714,1716 (click to see context) from:
* AsteroidsMonster: When a spawning canker has drained enough life force, it bursts apart into several slugspawn.
* BrainFood: When a slugspawn matures into a spawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
* BrainFood: When a slugspawn matures into a spawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.
to:
* AsteroidsMonster: When FightingAShadow: Niliths are actually extensions of much deadlier creatures that dwell in a spawning canker has drained enough life force, it bursts apart into several slugspawn.
* BrainFood: Whendistant dimension beyond dreams. In a slugspawn matures into a spawning canker, it violently devours its host's brain.
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddleway, niliths are little more than remote feeding machines for the dead body of its host, taking control of muscles and organs.unknown alien entities to which they are connected.
* BrainFood: When
* ParasiteZombie: A spawning canker is a parasite whose tentacles riddle
Changed line(s) 1719,1725 (click to see context) from:
[[folder:Yithian]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:''' 9 (normal), 12 (elder)
->'''Alignment:''' LawfulNeutral
->'''Size:''' Large
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]
->'''Level:''' 9 (normal), 12 (elder)
->'''Alignment:''' LawfulNeutral
->'''Size:''' Large
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
Changed line(s) 1727,1729 (click to see context) from:
* BodySnatcher: Their most iconic ability -- they can swap minds with any creature across space and time, and tend to so on a species-wide scale whenever facing extinction. Of course this leaves the minds of an entire species lost, confused and doomed, but the yithians find this an acceptable sacrifice for their own survival.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'', which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
to:
* BodySnatcher: Their most iconic ability -- they can swap minds with any creature across space and time, and tend to so on AlternateCompanyEquivalent: The larval ofalth is likely a species-wide scale whenever facing extinction. Of course this leaves replacement of the minds of an entire species lost, confused and doomed, but the yithians find this an acceptable sacrifice for their own survival.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'',''TabletopGame/DungeonsAndDragons'' otyugh, which has entered public domain.
* StarfishAliens: Yithians have a slug-like cone-shaped body,are of the same level and are also associated with four tentacles emerging from sewage and rubbish but can no longer be legally used after the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that ends in a spherical head OGL was replaced by the ORC.
* ArchEnemy: Ofalths' domains typically overlap withthree eyes, ears mounted on stalks those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon themselves in trash, to serve as both armour andsmall tendrils hanging from the underside.camouflage.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
* PublicDomainCharacter: Their source is the novella ''Literature/TheShadowOutOfTime'',
* StarfishAliens: Yithians have a slug-like cone-shaped body,
* ArchEnemy: Ofalths' domains typically overlap with
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* ImprovisedArmour: Larval ofalths cocoon themselves in trash, to serve as both armour and
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
Changed line(s) 1732,1733 (click to see context) from:
!!Level 10
[[folder:Egregore]]
[[folder:Egregore]]
to:
[[folder:Egregore]]
Changed line(s) 1735 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralChaoticEvil
Changed line(s) 1738 (click to see context) from:
Servitors created by psionic cults as avatars of their power.
to:
Changed line(s) 1740,1743 (click to see context) from:
* BrainMonster: An egregore typically looks like a clump of brains wrapped in arcs of light pulses and throbs. These brains aren't constructed like human brains, and seem to take this form only because of the conceptual link they represent.
* CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, which can become solid and lash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
* CombatTentacles: An egregore produces bands of light powered by its concentrated mental energy, which can become solid and lash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal point for the psychic talents of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
to:
* BrainMonster: An egregore typically looks like a clump FauxAffablyEvil: Ropers are particularly interested in the philosophy of brains wrapped in arcs of light pulses life and throbs. These brains aren't constructed like human brains, death and seem to take this form only because of the conceptual link they represent.
* CombatTentacles: An egregore produces bandsfiner points of light powered by its concentrated mental energy, which evil religions, and can become solid and lash out as tentacles.
* SuperEmpowering: The egregore is a powerful defender and a focal pointtalk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but thepsychic talents most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of its co-creators, granting them access to additional magical powers and a communal link.
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.ice.
* CombatTentacles: An egregore produces bands
* SuperEmpowering: The egregore is a powerful defender and a focal point
* ThatsNoMoon: To all but the
* {{Tulpa}}: When an especially powerful psychic leads a community of like-minded individuals, that group can pool its collective will together to create an egregore.
Changed line(s) 1746 (click to see context) from:
[[folder:Gug]]
to:
Changed line(s) 1748,1751 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Monstrous giants who live in caverns deep in the Darklands.
->'''Size:''' Large
Monstrous giants who live in caverns deep in the Darklands.
to:
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:'''Large
Monstrous giants who live in caverns deep in the Darklands.Medium
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
->'''Size:'''
Monstrous giants who live in caverns deep in the Darklands.
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
Changed line(s) 1753,1755 (click to see context) from:
* EatDirtCheap: Gugs can eat rocks and draw sustenance from them, although they aren't ideal food and only consumed as a last resort in the absence of meat.
* KingMook: Gug savants, who are especially blessed by their dark deities and gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
* KingMook: Gug savants, who are especially blessed by their dark deities and gain both spell-like abilities and significant control over lesser gugs.
* PublicDomainCharacter: Yes, those gugs from ''Literature/TheDreamQuestOfUnknownKadath''.
to:
* EatDirtCheap: Gugs can eat rocks CollectorOfTheStrange: Siyokoys adore shipwrecks and draw sustenance from them, although they aren't ideal food long-forgotten underwater ruins, and only consumed as a last resort in the absence of meat.
* KingMook: Gug savants, who are especially blessed byoften adorn their dark deities and gain both spell-like abilities and significant control over lesser gugs.
lairs with the results of scavenging expeditions into these locations.
*PublicDomainCharacter: Yes, those gugs FishPeople: Siyokoys are eel-like aquatic creatures with a humanoid's torso.
* ShockAndAwe: A siyokoy can emit a strong electrical charge from''Literature/TheDreamQuestOfUnknownKadath''.its tail.
* KingMook: Gug savants, who are especially blessed by
*
* ShockAndAwe: A siyokoy can emit a strong electrical charge from
Changed line(s) 1758 (click to see context) from:
[[folder:Hyaleth]]
to:
Changed line(s) 1760 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralChaoticEvil
Changed line(s) 1763 (click to see context) from:
Translucent creatures from deep underground waters.
to:
Changed line(s) 1765,1767 (click to see context) from:
* BewareMyStingerTail: The hyaleth's tail ends in a stinger that can deliver a neurotoxin.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and read their knowledge during their slumber.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and read their knowledge during their slumber.
to:
* BewareMyStingerTail: The hyaleth's tail ends in EvilSmellsBad: Spawn of Yog-Sothoth exude a stinger hideous, unforgettable stench that can deliver a neurotoxin.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are putalerts others to sleep.
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and readtheir knowledge during their slumber.presence.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
* ForcedSleep: Creatures whose thoughts are being digested by a hyaleth are put
* IngestingKnowledge: Hyaleths place intelligent prey into a deep sleep and read
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
Changed line(s) 1770 (click to see context) from:
[[folder:Leng Hound]]
to:
Changed line(s) 1772,1775 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
->'''Size:''' Medium
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Medium
Hailing fromGargantuan
When toxic gas absorbs thenightmare plateau souls of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.the slain, most often in the horrors of war, the resulting reaction creates an entity known as a trench mist.
->'''Size:'''
Hailing from
When toxic gas absorbs the
Changed line(s) 1777,1779 (click to see context) from:
* HumanDisguise: A Leng hound can retract its bestial features into its body to pretend to be the decaying corpse of a deformed human.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.
* TrackingSpell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.
to:
* HumanDisguise: A Leng hound DeadlyGas: Trench mists are created when toxic gases are used as weapons of mass destruction in battle.
* FogOfDoom: Under mysterious circumstances, deadly gases used in battle canretract its bestial features into its body to pretend to be absorb the decaying corpse souls of the slain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of adeformed human.
* TrackingSpell: Iftrench mist rise as trench zombies under its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
* WolfMan: The Leng hound's form blends humanoid and canine features.control.
* FogOfDoom: Under mysterious circumstances, deadly gases used in battle can
* MonsterLord: Victims of a
* TrackingSpell: If
* WolfMan: The Leng hound's form blends humanoid and canine features.
Changed line(s) 1781,1790 (click to see context) from:
[[folder:Nilith]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/nilith.png]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims' subsequent terror.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=310 here]].
to:
[[folder:Argorth]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy
Tentacles split from
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=310 here]].
Changed line(s) 1792 (click to see context) from:
* FightingAShadow: Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams. In a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected.
to:
* FightingAShadow: Niliths are actually extensions of much deadlier TakingYouWithMe: When it dies, an argorth collapses to the ground and thrashes wildly, dealing damage to nearby creatures that dwell in a distant dimension beyond dreams. In a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected.one last time before expiring.
Changed line(s) 1795,1797 (click to see context) from:
[[folder:Ofalth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ofalth.png]]
->'''Level:''' 10
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ofalth.png]]
->'''Level:''' 10
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ofalth.png]]
->'''Level:'''
Changed line(s) 1801,1803 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
* EatenAlive: When an ofalth manages to secure a victim alive, it may torture its food by consuming it bit by bit while it shrieks for mercy.
* MuckMonster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.
to:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at ManBitesMan: In battle, a time.
* EatenAlive: When an ofalth manages to securehowling spawn can literally eat a victim alive, creature it may torture grabs, exposing its food by consuming it bit by bit while it shrieks for mercy.
prey to its paralytic saliva.
*MuckMonster: An ofalth TheParalyzer: The howling spawn's saliva is a living heap of matter of wet detritus, sewage and rubbish.potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.
* EatenAlive: When an ofalth manages to secure
*
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.
Changed line(s) 1806,1811 (click to see context) from:
[[folder:Roper]]
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
Changed line(s) 1813,1814 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers are particularly interested in TheVirus: Creatures that die from the philosophy of life isqulugia disease, inflicted by isqulug larve as they feed on flesh, become isqulugs themselves.
* TheWormThatWalks: The mind anddeath and consciousness of the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all butisqulug is located within the most sharp-eyed underground explorers, a roper appears to be nothing writhing larvae inside the shifting, slimy transparent eggs on its head; its 'body' is little more than a large stalactite, stalagmite, or pillar of ice.an organic suit.
* TheWormThatWalks: The mind and
* ThatsNoMoon: To all but
Changed line(s) 1817,1822 (click to see context) from:
[[folder:Siyokoy]]
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
->'''Level:''' 10
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
Changed line(s) 1824,1826 (click to see context) from:
* CollectorOfTheStrange: Siyokoys adore shipwrecks and long-forgotten underwater ruins, and often adorn their lairs with the results of scavenging expeditions into these locations.
* FishPeople: Siyokoys are eel-like aquatic creatures with a humanoid's torso.
* ShockAndAwe: A siyokoy can emit a strong electrical charge from its tail.
* FishPeople: Siyokoys are eel-like aquatic creatures with a humanoid's torso.
* ShockAndAwe: A siyokoy can emit a strong electrical charge from its tail.
to:
* CollectorOfTheStrange: Siyokoys adore shipwrecks and long-forgotten underwater ruins, and often adorn their lairs FaceFullOfAlienWingWong: A proto-shoggoth can infect an enemy's flesh with its alien enzymes, causing microscopic fragments of proto-shoggoth tissue to infest the results of scavenging expeditions victim, slowly transforming it from the inside into these locations.
proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long as the majority of the corpse remains relatively intact, a new proto-shoggoth eventually tears itself out of the body.
*FishPeople: Siyokoys are eel-like aquatic creatures FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a humanoid's torso.
full-grown shoggoth.
*ShockAndAwe: HellIsThatNoise: A siyokoy can syncytium's half-formed mouths constantly emit a strong electrical charge from its tail.distracting cacophony of sounds and nonsense words.
*
*
Changed line(s) 1829,1831 (click to see context) from:
[[folder:Spawn of Yog-Sothoth]]
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
to:
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 1833,1834 (click to see context) :
The misbegotten result of rituals by cultists of Yog-Sothoth to impregnate a mortal with a fragment of their alien god.
Changed line(s) 1836,1841 (click to see context) from:
* EvilSmellsBad: Spawn of Yog-Sothoth exude a hideous, unforgettable stench that alerts others to their presence.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother in ''Literature/TheDunwichHorror''.
to:
* EvilSmellsBad: Spawn MixAndMatchCritters: Quoppopaks combine the most terrifying aspects of Yog-Sothoth exude a hideous, unforgettable stench that alerts others to water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting theirpresence.
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brotherventral tubes into the water, cycling it up through their bodies, then spraying out in ''Literature/TheDunwichHorror''.a high-pressure stream through their tentacles.
* WalkOnWater: Quoppopaks glide on water by thrusting their
* HalfHumanHybrid: A humanoid mother and an Outer God father.
* HybridMonster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
* InvisibleMonsters: Spawn of Yog-Sothoth are naturally invisible.
* NoBodyLeftBehind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
* PublicDomainCharacter: They're lifted wholesale from Wilbur Whateley's brother
Changed line(s) 1843,1849 (click to see context) from:
[[folder:Trench Mist]]
->'''Level:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
When toxic gas absorbs the souls of the slain, most often in the horrors of war, the resulting reaction creates an entity known as a trench mist.
to:
[[folder:Dark Young of Shub-Niggurath]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
When toxic gas absorbs the souls of the slain, most often in the horrors of war, the resulting reaction creates an entity known as a trench mist.
Changed line(s) 1851,1853 (click to see context) from:
* DeadlyGas: Trench mists are created when toxic gases are used as weapons of mass destruction in battle.
* FogOfDoom: Under mysterious circumstances, deadly gases used in battle can absorb the souls of the slain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies under its control.
* FogOfDoom: Under mysterious circumstances, deadly gases used in battle can absorb the souls of the slain and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies under its control.
to:
* DeadlyGas: Trench mists are created when toxic gases are used as weapons of mass destruction in battle.
TooManyMouths: A dark young's trunk is filled with numerous sucking mouths.
*FogOfDoom: Under mysterious circumstances, deadly gases used in battle can absorb the souls of the slain WhenTreesAttack: A dark young superficially resembles a tree, and gain a sly, malevolent intelligence.
* MonsterLord: Victims of a trench mist rise as trench zombies underits control.magic allows it to appear as a tree.
*
* MonsterLord: Victims of a trench mist rise as trench zombies under
Changed line(s) 1855,1858 (click to see context) from:
!!Level 11
[[folder:Argorth]]
->'''Level:''' 11
[[folder:Argorth]]
->'''Level:''' 11
to:
[[folder:Argorth]]
[[folder:Gogiteth]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
->'''Level:'''
Changed line(s) 1860,1862 (click to see context) from:
->'''Size:''' Huge
Tentacles split from the body of Black Magga.
Tentacles split from the body of Black Magga.
to:
->'''Size:''' Huge
Tentacles splitLarge
Skittering creatures from thebody lowest levels of Black Magga.the Darklands with many eyes and many mouths.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Tentacles split
Skittering creatures from the
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Changed line(s) 1864 (click to see context) from:
* TakingYouWithMe: When it dies, an argorth collapses to the ground and thrashes wildly, dealing damage to nearby creatures for one last time before expiring.
to:
* TakingYouWithMe: When it dies, an argorth collapses AnkleDrag: They can move at full speed while dragging grappled creatures.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them theground all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop andthrashes wildly, dealing damage crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to nearby move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creaturesfor one last time before expiring.a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
Changed line(s) 1867,1868 (click to see context) from:
[[folder:Howling Spawn]]
->'''Level:''' 11
->'''Level:''' 11
to:
->'''Level:'''
Changed line(s) 1870 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeMedium
Changed line(s) 1872,1874 (click to see context) from:
* ManBitesMan: In battle, a howling spawn can literally eat a creature it grabs, exposing its prey to its paralytic saliva.
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.
to:
* ManBitesMan: In battle, MouthOfSauron: Hooded harbingers receive communications directly from Hastur, and relay these messages to his far-flung cults.
* NoFaceUnderTheMask: If its hood is pulled back, ahowling spawn hooded harbinger's face can literally eat a creature it grabs, exposing its prey to its paralytic saliva.
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculatedbe seen wrapped in the same rags that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, the face is revealed to be that of the unraveller.
* NoFaceUnderTheMask: If its hood is pulled back, a
* TheParalyzer: The howling spawn's saliva is a potent paralytic substance.
* WasOnceAMan: It's speculated
Changed line(s) 1877,1879 (click to see context) from:
[[folder:Isqulug]]
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG]]
->'''Level:'''
->'''Alignment:'''
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Created as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
Changed line(s) 1882,1883 (click to see context) from:
* TheVirus: Creatures that die from the isqulugia disease, inflicted by isqulug larve as they feed on flesh, become isqulugs themselves.
* TheWormThatWalks: The mind and consciousness of the isqulug is located within the writhing larvae inside the shifting, slimy transparent eggs on its head; its 'body' is little more than an organic suit.
* TheWormThatWalks: The mind and consciousness of the isqulug is located within the writhing larvae inside the shifting, slimy transparent eggs on its head; its 'body' is little more than an organic suit.
to:
* TheVirus: Creatures BeneathNotice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
* CoolCrown: They have floating crowns of bone thatdie from allow them to handle the isqulugia disease, inflicted by isqulug larve as power they feed carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce onflesh, become isqulugs their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
*TheWormThatWalks: TheSpook: The mind caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and consciousness take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume theisqulug is located within form of any humanoid for up to eight hours a day, with the writhing larvae inside bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in theshifting, slimy transparent eggs on its head; its 'body' is little more than form of Word of Sundering. Using this they can silent speak the word and select an organic suit.area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
* CoolCrown: They have floating crowns of bone that
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
*
* VoluntaryShapeshifting: They can assume the
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the
Changed line(s) 1886,1889 (click to see context) from:
[[folder:Proto-Shoggoth]]
->'''Level:''' 11 (proto-shoggoth), 14 (syncytium)
->'''Alignment:''' TrueNeutral (proto-shoggoth), ChaoticNeutral (syncytium)
->'''Size:''' Medium (proto-shoggoth), Large (syncytium)
->'''Level:''' 11 (proto-shoggoth), 14 (syncytium)
->'''Alignment:''' TrueNeutral (proto-shoggoth), ChaoticNeutral (syncytium)
->'''Size:''' Medium (proto-shoggoth), Large (syncytium)
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Magnets of destruction that resemble stony anemones with human faces.
Changed line(s) 1891,1893 (click to see context) from:
* FaceFullOfAlienWingWong: A proto-shoggoth can infect an enemy's flesh with its alien enzymes, causing microscopic fragments of proto-shoggoth tissue to infest the victim, slowly transforming it from the inside into proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long as the majority of the corpse remains relatively intact, a new proto-shoggoth eventually tears itself out of the body.
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
to:
* FaceFullOfAlienWingWong: CompellingVoice: A proto-shoggoth can infect an enemy's flesh lorelei's murmur infects those that hear it, compelling them to move directly toward the lorelei.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract itsalien enzymes, causing microscopic fragments of proto-shoggoth tissue tentacles to infest the victim, slowly transforming it from the inside into proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long disguise as the majority of the corpse remains relatively intact, a new proto-shoggoth eventually tears itself out of the body.
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.boulder.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract its
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
Changed line(s) 1896,1898 (click to see context) from:
[[folder:Quoppopak]]
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1901,1902 (click to see context) from:
* MixAndMatchCritters: Quoppopaks combine the most terrifying aspects of water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
to:
* MixAndMatchCritters: Quoppopaks combine AchillesHeel: Neshmaals are especially vulnerable to sonic attacks, perhaps because they're accustomed to the most terrifying aspects silent void.
* TentacledTerror: A neshmaal's body is formed ofwater striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out ina high-pressure stream through their tangle of writing tentacles.
* TentacledTerror: A neshmaal's body is formed of
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in
Changed line(s) 1904,1905 (click to see context) from:
!!Level 12
[[folder:Dark Young of Shub-Niggurath]]
[[folder:Dark Young of Shub-Niggurath]]
to:
[[folder:Dark Young of Shub-Niggurath]]
[[folder:Somalcygot]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
Changed line(s) 1907,1908 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
->'''Size:''' Huge
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''HugeLarge
Territorial megapredators who live in airless environments. Their stats can be found in ''Bestiary 5'', ''The Moonscar'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot/ here]].
->'''Size:'''
Territorial megapredators who live in airless environments. Their stats can be found in ''Bestiary 5'', ''The Moonscar'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot/ here]].
Changed line(s) 1910,1911 (click to see context) from:
* TooManyMouths: A dark young's trunk is filled with numerous sucking mouths.
* WhenTreesAttack: A dark young superficially resembles a tree, and its magic allows it to appear as a tree.
* WhenTreesAttack: A dark young superficially resembles a tree, and its magic allows it to appear as a tree.
to:
* TooManyMouths: A dark young's trunk is filled AchillesHeel: Due to their natural habitats being airless, and thus utterly silent, somalcygots have weakness to sonic damage.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come withnumerous sucking mouths.
the grab ability.
*WhenTreesAttack: A dark young superficially resembles LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them atree, and its magic allows it +2 to appear all saves. In-story this is explained as a tree.result of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with
*
* JackOfAllStats: Their Resistant Evolution ability, which gives them a
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
Changed line(s) 1914,1915 (click to see context) from:
[[folder:Gogiteth]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png]]
Changed line(s) 1920,1922 (click to see context) from:
Skittering creatures from the lowest levels of the Darklands with many eyes and many mouths.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
to:
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=237 here]].
Changed line(s) 1924,1934 (click to see context) from:
* AnkleDrag: They can move at full speed while dragging grappled creatures.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
* KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
to:
* AnkleDrag: They can move at full speed while dragging grappled creatures.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threatArtificialHybrid: Serpentfolk breed syrictas with nothing a ritual that infuses a deformed serpentfolk egg with the vital essence from a clutch of snake eggs. The result is a cross between a serpentfolk and a mass of writhing ophidian tails and heads.
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey theirraw physical abilities.
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs popserpentfolk masters as bodyguards and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound ''stop'' is so much worse, because it meant they know ''you're'' there and now they're coming for you.
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
enforcers.
*KingMook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some DominionMultipleHeadCase: One of the Black species.
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.syricta's arms splits at the elbow into two venomous snake heads.
* BoringButPractical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their
* EvilVersusEvil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
* ExtraEyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
* HellIsThatNoise: They have ''two''.
** All the many joints in their many legs pop
** They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
*
* LightningBruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
* MultipleChoicePast: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion
* WallCrawl: They have a climb speed as fast as a normal person's movement on flat ground.
Changed line(s) 1936,1939 (click to see context) from:
[[folder:Hooded Harbinger]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
to:
[[folder:Amalgamite]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1942,1943 (click to see context) from:
* MouthOfSauron: Hooded harbingers receive communications directly from Hastur, and relay these messages to his far-flung cults.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in the same rags that cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, the face is revealed to be that of the unraveller.
* NoFaceUnderTheMask: If its hood is pulled back, a hooded harbinger's face can be seen wrapped in the same rags that cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, the face is revealed to be that of the unraveller.
to:
* MouthOfSauron: Hooded harbingers receive communications directly from Hastur, PerpetuallyProtean: An amalgamite's weird, warped anatomy constantly shifts and relay these messages to his far-flung cults.
regrows.
*NoFaceUnderTheMask: If its hood TeleporterAccident: An amalgamite is pulled back, a hooded harbinger's face can be seen wrapped in the same rags result of a teleportation spell that cover its body. If it's helpless, these rags can be unravelled; under dozens of layers, went awry.
* WasOnceAMan: Amalgamites only have theface is revealed to be that vaguest memories of the unraveller.their previous existence as spellcasters.
*
* WasOnceAMan: Amalgamites only have the
Changed line(s) 1946,1952 (click to see context) from:
[[folder:Kasthezvi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG]]
->'''Level:''' 12
->'''Alignment:''' LawfulEvil
->'''Size:''' Medium
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Created as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG]]
->'''Level:''' 12
->'''Alignment:''' LawfulEvil
->'''Size:''' Medium
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Created as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG]]
->'''Level:'''
->'''Mythic Rank:''' 6
->'''Alignment:'''
->'''Size:'''
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Created as living vessels for the words of power imbued
Titans warped into hideous forms by gods long ago for their
Changed line(s) 1954,1970 (click to see context) from:
* BeneathNotice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
to:
* BeneathNotice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that KaladurnaeEyesDoNotBelongThere: An argus' body is now long-dead and the runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast cavescovered in scratches, runes, strange, staring eyes.
* TheGrotesque: Despite its hideous andancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, misshapen appearance, an argus craves music and motivations, assuming one could find beauty to comfort it in its unending vigil, and decode them, all while surviving their habit of mixing silent ''explosive runes'' with their records might talk peacebly to visitors who promise songs and the kasthezvi themselves.
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they existstories and take steps do not intend to dispose of anyone who learns about them.
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.harm it.
* CoolCrown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae
* DefeatEqualsExplosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, meaning every dead kasthezvi is a permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
* FingerPokeOfDoom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
* HeWhoMustNotBeHeard: Enforced by the magic that makes them. Kasthezvi can't make sound ''at all'', no matter the means.
* HumanoidAbomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
* LeanAndMean: They're skeletally thin with disproportionately long arms and necks.
* MakeItLookLikeAnAccident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
* NoSell: To sonic damage, naturally.
* PurpleIsPowerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
* TheRival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
* RoomFullOfCrazy: Their records come across like this, vast caves
* TheGrotesque: Despite its hideous and
* TheSpook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist
* VoluntaryShapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
* WordsCanBreakMyBones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
Changed line(s) 1973,1978 (click to see context) from:
[[folder:Lorelei]]
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Magnets of destruction that resemble stony anemones with human faces.
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Magnets of destruction that resemble stony anemones with human faces.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Magnets of destruction that resemble stony anemones with human faces.
Giant human-faced insects who create intricate fungal gardens.
Changed line(s) 1980,1981 (click to see context) from:
* CompellingVoice: A lorelei's murmur infects those that hear it, compelling them to move directly toward the lorelei.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract its tentacles to disguise as a boulder.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract its tentacles to disguise as a boulder.
to:
* CompellingVoice: A lorelei's murmur infects those AcidAttack: Azruverdas have acidic spit.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means thathear it, compelling the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them to move directly toward in doing this, such as the lorelei.
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance,ability to summon swarms of wasps and it spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas canretract its tentacles hock acidic loogies up to disguise as a boulder.sixty feet away.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that
* ThatsNoMoon: The lorelei's skin is camouflaged with a rock-like appearance,
* SuperSpit: Azruverdas can
Changed line(s) 1984,1987 (click to see context) from:
[[folder:Neshmaal]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Massive aquatic predators who prey on ships.
Changed line(s) 1989,1990 (click to see context) from:
* AchillesHeel: Neshmaals are especially vulnerable to sonic attacks, perhaps because they're accustomed to the silent void.
* TentacledTerror: A neshmaal's body is formed of a tangle of writing tentacles.
* TentacledTerror: A neshmaal's body is formed of a tangle of writing tentacles.
to:
* AchillesHeel: Neshmaals ArmorPiercingAttack: A charybdis' claws are especially vulnerable to sonic attacks, perhaps because they're accustomed to particularly devastating when used against objects, and ignore the silent void.
first 10 points of an object's hardness rating.
*TentacledTerror: LampreyMouth: A neshmaal's body charybdis' mouth is formed of seemingly jawless, with teeth arranged in a tangle of writing tentacles.circle around the maw.
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
*
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
Changed line(s) 1993,1996 (click to see context) from:
[[folder:Somalcygot]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG]]
->'''Level:''' 12
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1999 (click to see context) from:
Territorial megapredators who live in airless environments. Their stats can be found in ''Bestiary 5'', ''The Moonscar'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/somalcygot/ here]].
to:
Changed line(s) 2001,2008 (click to see context) from:
* AchillesHeel: Due to their natural habitats being airless, and thus utterly silent, somalcygots have weakness to sonic damage.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with the grab ability.
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
* AcidAttack: They can spray a line of acid that does high damage and inflicts DamageOverTime.
* BatmanCanBreatheInSpace: They have the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with the grab ability.
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
to:
* AchillesHeel: Due BiggerOnTheInside: A dwiergeth's intestines are far, far larger than the actual creature they belong to -- their natural habitats being airless, gut is actually an extradimensional labyrinth, and thus utterly silent, somalcygots people eaten by a dwiergeth need to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have weakness to sonic damage.
a regular, if somewhat long, intestinal tract.
*AcidAttack: They can spray a line BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of acid that does high damage and inflicts DamageOverTime.
a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
*BatmanCanBreatheInSpace: BlowYouAway: They have fairly extensive control over the no breath quality, a necessity for a species that lives on the moon.
* CombatTentacles: Somalcygots have fourair -- in game terms, they can cast ''gust of them, wind'', ''control winds'' and ''wind wall'' -- which do less damage than they use to navigate the Outer Rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow theirbite but have better reach prey alive and come with the grab ability.
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum,unchewed, and thus being generally better adapted to survive than most other creatures.
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surfacecan store any number of their territory.
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of foodvictims in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.extradimensional gullets.
*
*
* CombatTentacles: Somalcygots have four
* SwallowedWhole: Dwiergeths prefer to swallow their
* LocationThemeNaming: They're named after Somal, Golarion's moon.
* JackOfAllStats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum,
* {{Sleepwalking}}: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface
* SuperPersistentPredator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food
Changed line(s) 2011,2016 (click to see context) from:
[[folder:Syricta]]
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Amalgamations of serpentfolk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.
->'''Level:''' 12
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Amalgamations of serpentfolk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Amalgamations
Apex predators of
Changed line(s) 2018,2021 (click to see context) from:
* ArtificialHybrid: Serpentfolk breed syrictas with a ritual that infuses a deformed serpentfolk egg with the vital essence from a clutch of snake eggs. The result is a cross between a serpentfolk and a mass of writhing ophidian tails and heads.
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of the syricta's arms splits at the elbow into two venomous snake heads.
* DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of the syricta's arms splits at the elbow into two venomous snake heads.
to:
* ArtificialHybrid: Serpentfolk breed syrictas CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, aritual that infuses froghemoth has a deformed serpentfolk egg with the vital essence from a clutch of snake eggs. The result is a cross between a serpentfolk long sticky tongue which it uses to grab and a mass of writhing ophidian tails and heads.
reel in distant prey.
*DirtyCoward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditionedSeeTheInvisible: A froghemoth's alien eyes allow it to obey their serpentfolk masters as bodyguards and enforcers.
* MultipleHeadCase: One of the syricta's arms splits at the elbow into two venomous snake heads.perceive invisible or ethereal creatures.
* OverlyLongTongue: Like actual frogs, a
*
* DumbMuscle: Syrictas are less intelligent than serpentfolk and conditioned
* MultipleHeadCase: One of the syricta's arms splits at the elbow into two venomous snake heads.
Changed line(s) 2023,2025 (click to see context) from:
!!Level 13
[[folder:Amalgamite]]
[[folder:Amalgamite]]
to:
[[folder:Amalgamite]]
[[folder:Get of Iblis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
Changed line(s) 2027,2028 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
->'''Size:''' Medium
to:
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:'''MediumGargantuan
->'''Size:'''
Changed line(s) 2030,2032 (click to see context) from:
* PerpetuallyProtean: An amalgamite's weird, warped anatomy constantly shifts and regrows.
* TeleporterAccident: An amalgamite is the result of a teleportation spell that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
* TeleporterAccident: An amalgamite is the result of a teleportation spell that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
to:
* PerpetuallyProtean: An amalgamite's weird, warped anatomy constantly shifts and regrows.
AbsurdlySharpClaws: These creatures' claws are made of adamantine.
*TeleporterAccident: An amalgamite BigCreepyCrawlies: The get of Iblis is the result of a teleportation spell vaguely centipede-like monster that went awry.
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.can grow up to 60 feet long and weigh 100000 pounds.
*
* WasOnceAMan: Amalgamites only have the vaguest memories of their previous existence as spellcasters.
Changed line(s) 2035 (click to see context) from:
[[folder:Argus]]
to:
Changed line(s) 2037,2041 (click to see context) from:
->'''Mythic Rank:''' 6
->'''Alignment:''' LawfulNeutral
->'''Size:''' Gargantuan
Titans warped into hideous forms by gods long ago for their crimes.
->'''Alignment:''' LawfulNeutral
->'''Size:''' Gargantuan
Titans warped into hideous forms by gods long ago for their crimes.
to:
->'''Size:'''
Titans warped into hideous forms by gods long ago for
Creatures from the Darklands who only recently learned of the surface, turning their
Changed line(s) 2043,2044 (click to see context) from:
* EyesDoNotBelongThere: An argus' body is covered in strange, staring eyes.
* TheGrotesque: Despite its hideous and misshapen appearance, an argus craves music and beauty to comfort it in its unending vigil, and might talk peacebly to visitors who promise songs and stories and do not intend to harm it.
* TheGrotesque: Despite its hideous and misshapen appearance, an argus craves music and beauty to comfort it in its unending vigil, and might talk peacebly to visitors who promise songs and stories and do not intend to harm it.
to:
* EyesDoNotBelongThere: An argus' body is covered in strange, staring eyes.
* TheGrotesque: Despite its hideous{{Bizarrchitecture}}: Ghorazaghs are incapable of digesting blood, but instead mixes it with mucus and misshapen appearance, other strange fluids to form a thick, gluelike substance. Ghorazagh hives are constructed entirely of this material, giving them an argus craves music and beauty to comfort it in its unending vigil, and might talk peacebly to visitors who promise songs and stories and do not intend to harm it.eerily organic appearance.
* TheGrotesque: Despite its hideous
Changed line(s) 2047 (click to see context) from:
[[folder:Azruverda]]
to:
Changed line(s) 2049,2052 (click to see context) from:
->'''Alignment:''' ChaoticGood
->'''Size:''' Huge
Giant human-faced insects who create intricate fungal gardens.
->'''Size:''' Huge
Giant human-faced insects who create intricate fungal gardens.
to:
->'''Alignment:''' ChaoticGood
NeutralEvil
->'''Size:'''Huge
Giant human-faced insects who create intricate fungal gardens.Large
->'''Size:'''
Giant human-faced insects who create intricate fungal gardens.
Changed line(s) 2054,2058 (click to see context) from:
* AcidAttack: Azruverdas have acidic spit.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
* BeastWithAHumanFace: They resemble immense dung beetles with serene, human-like faces.
* BigCreepyCrawlies: Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
to:
* AcidAttack: Azruverdas have acidic spit.
* BeastWithAHumanFace: They resemble immense dung beetlesIrlgaunts can pelt their opponents with serene, human-like faces.
their own gastroliths, which explode on contact, spraying the area with shards of rock and caustic acid.
* BigCreepyCrawlies:Jewel-colored, human-faces beetles the size of cars.
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps andIrlgaunts resemble titanic spiders or to turn normal vermin gigantic.
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.crabs, with cephalopod-like tendrils erupting from the tips of their legs.
* BeastWithAHumanFace: They resemble immense dung beetles
* BigCreepyCrawlies:
* PestController: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct -- "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters -- such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and
* SuperSpit: Azruverdas can hock acidic loogies up to sixty feet away.
Changed line(s) 2061 (click to see context) from:
[[folder:Charybdis]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rivka.png]]
Changed line(s) 2063,2066 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan
Massive aquatic predators who prey on ships.
->'''Size:''' Gargantuan
Massive aquatic predators who prey on ships.
to:
->'''Alignment:''' ChaoticNeutral
NeutralEvil
->'''Size:'''Gargantuan
Massive aquatic predators who prey on ships.Medium
->'''Size:'''
Massive aquatic predators who prey on ships.
Changed line(s) 2068,2070 (click to see context) from:
* ArmorPiercingAttack: A charybdis' claws are particularly devastating when used against objects, and ignore the first 10 points of an object's hardness rating.
* LampreyMouth: A charybdis' mouth is seemingly jawless, with teeth arranged in a circle around the maw.
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
* LampreyMouth: A charybdis' mouth is seemingly jawless, with teeth arranged in a circle around the maw.
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
to:
* ArmorPiercingAttack: BellyMouth: A charybdis' claws are particularly devastating when used against objects, and ignore the first 10 points of an object's hardness rating.
* LampreyMouth: A charybdis'rivka has a second, much larger mouth is seemingly jawless, with teeth arranged in a circle around on its abdomen.
* ProportionatelyPonderousParasites: Rivkas are giant cockroaches big enough to live as parasites on themaw.
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.hide of kaiju.
* LampreyMouth: A charybdis'
* ProportionatelyPonderousParasites: Rivkas are giant cockroaches big enough to live as parasites on the
* MegaMaelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
Changed line(s) 2073,2079 (click to see context) from:
[[folder:Dwiergeth]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
->'''Level:''' 13
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Monsters from the Abyss with bizarre biology.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
->'''Level:''' 13
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Monsters from the Abyss with bizarre biology.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png]]
[[folder:Angoyang]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monsters from the Abyss with bizarre biology.
Changed line(s) 2081,2084 (click to see context) from:
* BiggerOnTheInside: A dwiergeth's intestines are far, far larger than the actual creature they belong to -- their gut is actually an extradimensional labyrinth, and people eaten by a dwiergeth need to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have a regular, if somewhat long, intestinal tract.
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Abyss' rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Abyss' rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.
to:
* BiggerOnTheInside: A dwiergeth's intestines are far, far larger than the actual creature they belong to -- CatsAreSuperior: Angoyangs see their gut is caretakers as loyal servants that feed, clean up after and pamper them.
* KillerRabbit: While they look like normal cats, angoyangs are actuallyan extradimensional labyrinth, and people eaten by terrifying beasts that will give a dwiergeth need grisly end to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have a regular, if somewhat long, intestinal tract.
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Abyss' rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.caretaker who mistreats or neglects them.
* KillerRabbit: While they look like normal cats, angoyangs are actually
* BizarreAlienBiology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
* BlowYouAway: They have fairly extensive control over the air -- in game terms, they can cast ''gust of wind'', ''control winds'' and ''wind wall'' -- which they use to navigate the Abyss' rifts and to knock prey off of ledges and into Cliffside's.
* SwallowedWhole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.
Changed line(s) 2087,2089 (click to see context) from:
[[folder:Froghemoth]]
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 2091,2092 (click to see context) :
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Changed line(s) 2094,2096 (click to see context) from:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
to:
* CombatTentacles: It attacks mainly by lashing foes with AcidAttack: A giant aukashungi can release an acidic gas from its tentacles.
ventral glands.
*OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, whichit uses to grab and reel gradually accumulate in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.the first of their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.
*
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
Changed line(s) 2099,2102 (click to see context) from:
[[folder:Get of Iblis]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:''' 13
->'''Alignment:''' ChaoticEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:''' 13
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg]]
->'''Level:'''
->'''Alignment:'''
Created by alghollthus as guards and enforcers, those who slip the leash become petty tyrants of their own.
Changed line(s) 2105,2106 (click to see context) from:
* AbsurdlySharpClaws: These creatures' claws are made of adamantine.
* BigCreepyCrawlies: The get of Iblis is a vaguely centipede-like monster that can grow up to 60 feet long and weigh 100000 pounds.
* BigCreepyCrawlies: The get of Iblis is a vaguely centipede-like monster that can grow up to 60 feet long and weigh 100000 pounds.
to:
* AbsurdlySharpClaws: These creatures' claws are made of adamantine.
* BigCreepyCrawlies: The get of Iblis is a vaguely centipede-like monsterEvilOverlord: Deep walkers that escaped their masters often rule over their own petty kingdoms of lesser creatures that they can grow up to 60 feet long torment and weigh 100000 pounds.consume.
* BigCreepyCrawlies: The get of Iblis is a vaguely centipede-like monster
Changed line(s) 2109,2110 (click to see context) from:
[[folder:Ghorazagh]]
->'''Level:''' 13
->'''Level:''' 13
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
->'''Level:'''
Changed line(s) 2112,2114 (click to see context) from:
->'''Size:''' Large
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
to:
->'''Size:''' Large
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.Medium
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
Changed line(s) 2116 (click to see context) from:
* {{Bizarrchitecture}}: Ghorazaghs are incapable of digesting blood, but instead mixes it with mucus and other strange fluids to form a thick, gluelike substance. Ghorazagh hives are constructed entirely of this material, giving them an eerily organic appearance.
to:
* {{Bizarrchitecture}}: Ghorazaghs BloodKnight: Doprillus love to battle, especially by grappling, and are incapable of digesting blood, but instead mixes it with mucus eager to start brawls.
* GrievousHarmWithABody: They can pick up smaller creatures andother strange fluids attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity toform a thick, gluelike substance. Ghorazagh hives are constructed entirely of this material, giving them an eerily organic appearance.enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.
* GrievousHarmWithABody: They can pick up smaller creatures and
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to
Changed line(s) 2119,2122 (click to see context) from:
[[folder:Irlgaunt]]
->'''Level:''' 13
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
->'''Level:''' 13
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
Changed line(s) 2124,2125 (click to see context) from:
* AcidAttack: Irlgaunts can pelt their opponents with their own gastroliths, which explode on contact, spraying the area with shards of rock and caustic acid.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.
* BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.
to:
* AcidAttack: Irlgaunts TheAgeless: These creatures seem to have no maximum lifespan.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps canpelt travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using theiropponents with their own gastroliths, which explode on contact, spraying the area with shards of rock mastery over wind to scour clean entire cities and caustic acid.
civilizations when they come upon them.
*BigCreepyCrawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward thetips of their legs.flying polyp.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their
*
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the
Changed line(s) 2128,2130 (click to see context) from:
[[folder:Rivka]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rivka.png]]
->'''Level:''' 13
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rivka.png]]
->'''Level:''' 13
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
Changed line(s) 2132 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumHuge
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
Changed line(s) 2134,2135 (click to see context) from:
* BellyMouth: A rivka has a second, much larger mouth on its abdomen.
* ProportionatelyPonderousParasites: Rivkas are giant cockroaches big enough to live as parasites on the hide of kaiju.
* ProportionatelyPonderousParasites: Rivkas are giant cockroaches big enough to live as parasites on the hide of kaiju.
to:
* BellyMouth: AmbushingEnemy: An implanted grikkitog can manifest mouths from any stone surface in range. Imagine being a small animal seeking shelter in a crevice or a rock climber reaching for a grip, only for what seemed to be an ordinary outcropping of stone to sprout jagged teeth and take a bite from you. Now imagine being an adventurer trying to fight this thing, only for every floor, wall, and ceiling in sight to become a mass of jagged teeth.
* CoresAndTurretsBoss: Arivka grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can hasa second, the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much larger mouth on as a grain of sand out of place to denote its abdomen.
passage.
*ProportionatelyPonderousParasites: Rivkas InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs aregiant cockroaches big formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough tolive as parasites on the hide of kaiju.its implanted core.
* CoresAndTurretsBoss: A
* FastTunneling: It can has
*
* TheSymbiote: The parasitic version. Grikkitogs are
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to
Changed line(s) 2138,2139 (click to see context) from:
!!Level 14
[[folder:Angoyang]]
[[folder:Angoyang]]
to:
[[folder:Angoyang]]
Changed line(s) 2142 (click to see context) from:
->'''Size:''' Small
to:
->'''Size:''' SmallMedium
Changed line(s) 2144,2145 (click to see context) from:
* CatsAreSuperior: Angoyangs see their caretakers as loyal servants that feed, clean up after and pamper them.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end to a caretaker who mistreats or neglects them.
* KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end to a caretaker who mistreats or neglects them.
to:
* CatsAreSuperior: Angoyangs see their caretakers as loyal servants that feed, clean up after CombatTentacles: The khardajeen's primary attack is lashing out with its powerful tentacles.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them andpamper them.
heal wounds even in the midst of battle.
*KillerRabbit: While they look like normal cats, angoyangs are actually terrifying beasts that will give a grisly end to a caretaker who mistreats or neglects them.RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and
*
Changed line(s) 2148,2152 (click to see context) from:
[[folder:Aukashungi]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:''' 14 (giant), 10 (swarm)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png]]
->'''Level:''' 14 (giant), 10 (swarm)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2154,2156 (click to see context) from:
* AcidAttack: A giant aukashungi can release an acidic gas from its ventral glands.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in the first of their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in the first of their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free with a weapon discovered in its gut.
to:
* AcidAttack: A giant aukashungi can release an acidic gas BeatItByCompulsion: When numerous small items are scattered before a kuchisake-onna, she compulsively begins to count them.
* GlasgowGrin: Scars and cuts run fromits ventral glands.
* GiantEnemyCrab: The strongest individual in an aukashungi swarm growsear to monstrous proportions, far bigger than any real life isopod.
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate inear, giving the first impression of their three stomachs. Those swallowed by a giant aukashungi can sometimes cut themselves free terrible, ever-present grin on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with aweapon discovered swordmaster's prowess.
* TakeAThirdOption: Answering inits gut.a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
* GlasgowGrin: Scars and cuts run from
* GiantEnemyCrab: The strongest individual in an aukashungi swarm grows
* KillItThroughItsStomach: Aukashungis can't digest inorganic materials, which gradually accumulate in
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a
* TakeAThirdOption: Answering in
Changed line(s) 2159 (click to see context) from:
[[folder:Deep Walker (Delpolthru)]]
to:
Changed line(s) 2161,2164 (click to see context) from:
->'''Alignment:''' LawfulEvil
->'''Size:''' Gargantuan
Created by alghollthus as guards and enforcers, those who slip the leash become petty tyrants of their own.
->'''Size:''' Gargantuan
Created by alghollthus as guards and enforcers, those who slip the leash become petty tyrants of their own.
to:
->'''Alignment:''' LawfulEvil
ChaoticEvil
->'''Size:'''Gargantuan
Created by alghollthus as guards and enforcers, thoseHuge
Creatures from the Darklands whoslip the leash become petty tyrants worship a variety of their own.dark gods they believe dwell even deeper.
->'''Size:'''
Created by alghollthus as guards and enforcers, those
Creatures from the Darklands who
Changed line(s) 2166 (click to see context) from:
* EvilOverlord: Deep walkers that escaped their masters often rule over their own petty kingdoms of lesser creatures that they can torment and consume.
to:
* EvilOverlord: Deep walkers AcidAttack: The vemerak's breath weapon is a line of toxic acid that escaped their masters often rule over their own petty kingdoms of lesser creatures that they corrodes both flesh and mind.
* DishingOutDirt: A vemerak cantorment burrow its legs, tentacles and consume.mouth into the ground to create miniature earthquakes.
* DishingOutDirt: A vemerak can
Changed line(s) 2169,2171 (click to see context) from:
[[folder:Doprillu]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
->'''Level:''' 14
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
->'''Level:''' 14
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/doprillu.png]]
[[folder:Hyakume]]
->'''Level:'''
Changed line(s) 2173 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumLarge
Changed line(s) 2175,2177 (click to see context) from:
* BloodKnight: Doprillus love to battle, especially by grappling, and are eager to start brawls.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.
* GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort of club or thrown "boulder". The creature used as a weapon takes half damage from this.
* MaskOfPower: A doprillu always wears a unique wooden mask, which is the source of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.
to:
* BloodKnight: Doprillus love BookBurning: Hyakume go to battle, especially by grappling, great lengths to keep what they know to themselves, destroying libraries they've raided and are eager burning books they've read to start brawls.
ensure no one else learns their contents.
*GrievousHarmWithABody: They can pick up smaller creatures and attack using the creature as a sort EyesDoNotBelongThere: Hundreds of club or thrown "boulder". The creature used as a weapon takes half damage bloodshot eyes peek out from this.
under a hyakume's skin.
*MaskOfPower: A doprillu always wears a unique wooden mask, which is LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the source minds of its power. A doprillu deprived of its mask loses its regeneration and its immunity to enfeebled and slowed. If the mask is put back on, the doprillu immediately regains its abilities.their victims.
*
*
Changed line(s) 2180,2185 (click to see context) from:
[[folder:Flying Polyp]]
->'''Level:''' 14
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
->'''Level:''' 14
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
Changed line(s) 2187,2195 (click to see context) from:
* TheAgeless: These creatures seem to have no maximum lifespan.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feet in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.
to:
* TheAgeless: These EvilIsNotAToy: Foolish mortals sometimes beseech the aid of a larva of the Outer Gods, who does not care for its music's effect on mortal flesh; these summoners just often fall victim to the larva's song as their designated victims do.
* ForcedTransformation: A larva's song can 'free' other creaturesseem to have no maximum lifespan.
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, usingfrom their mastery over wind to scour clean entire cities static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, andcivilizations when they come upon them.
* GiantFlyer: A typical flying polyp measures 30 feetcan be heard in length.
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back towardthe flying polyp.void of space or by deaf creatures.
* ForcedTransformation: A larva's song can 'free' other creatures
* AlienBlood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
* BatmanCanBreatheInSpace: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
* BlowYouAway: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
* FinalSolution: Flying polyps excel at genocide, using
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and
* GiantFlyer: A typical flying polyp measures 30 feet
* InvisibilityFlicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
* TooManyMouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
* YouWillNotEvadeMe: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward
Changed line(s) 2198,2206 (click to see context) from:
[[folder:Grikkitog]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png]]
->'''Level:''' 14
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Grikkitogs, also known as "hungry earth", are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Grikkitogs, also known
Creatures of immense power who view themselves as
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=249 here]].
Changed line(s) 2208,2214 (click to see context) from:
* AmbushingEnemy: An implanted grikkitog can manifest mouths from any stone surface in range. Imagine being a small animal seeking shelter in a crevice or a rock climber reaching for a grip, only for what seemed to be an ordinary outcropping of stone to sprout jagged teeth and take a bite from you. Now imagine being an adventurer trying to fight this thing, only for every floor, wall, and ceiling in sight to become a mass of jagged teeth.
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
* ThingsThatGoBumpInTheNight: They're the subject of countless scary stories among the denizens of the Plane of Earth.
* TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.
to:
* AmbushingEnemy: An implanted grikkitog CannibalismSuperpower: Neothelids who consume a large number of their kin can manifest mouths from any stone surface transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used inrange. Imagine being ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a small animal seeking shelter powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by acrevice or glacial birth rate, as neothelids are born very, very rarely. This is a rock climber reaching significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a grip, only for what seemed single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be anordinary outcropping of stone to sprout jagged teeth euphoric experience, and take a bite from you. Now imagine being an adventurer trying in their species' early days large numbers of neothelids perished to fight this thing, only for every floor, wall, their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and ceiling in sight to become a mass of jagged teeth.
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions untilmany, many enemies mean they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of theearth.
* ThingsThatGoBumpInTheNight: They'reminds of two powerful neothelids struggling for supremacy after one devoured the subject of countless scary stories among other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate thedenizens minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track thePlane teleportation of Earth.
other beings.
*TheWallsHaveEyes: It can manifest eyes from any stone surface close enough to its implanted core.TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an
* CoresAndTurretsBoss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
* FastTunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
* InSeriesNickname: Commonly called "hungry earth."
* TheSymbiote: The parasitic version. Grikkitogs are formless apparitions until
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the
* ThingsThatGoBumpInTheNight: They're
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the
*
Changed line(s) 2217,2218 (click to see context) from:
[[folder:Khardajeen]]
->'''Level:''' 14
->'''Level:''' 14
to:
->'''Level:'''
Changed line(s) 2220 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumGargantuan
Changed line(s) 2222,2224 (click to see context) from:
* CombatTentacles: The khardajeen's primary attack is lashing out with its powerful tentacles.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in the midst of battle.
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
* HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in the midst of battle.
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
to:
* CombatTentacles: The khardajeen's primary attack AgonyBeam: A creature hit by a pharmakos' bite or claws is lashing out racked with waves of pain.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end itspowerful tentacles.
own life, but is wracked with such agony that all other sources of pain become meaningless.
*HealingFactor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the midst of battle.
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.faith, the infidel might be transformed into a pharmakos.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its
*
* RayGun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.
Changed line(s) 2227,2231 (click to see context) from:
[[folder:Kuchisake-onna]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kuchisakeonna.png]]
->'''Level:''' 14
->'''Alignment:''' LawfulEvil
->'''Size:''' Medium
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kuchisakeonna.png]]
->'''Level:''' 14
->'''Alignment:''' LawfulEvil
->'''Size:''' Medium
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
Changed line(s) 2233,2237 (click to see context) from:
* BeatItByCompulsion: When numerous small items are scattered before a kuchisake-onna, she compulsively begins to count them.
* GlasgowGrin: Scars and cuts run from ear to ear, giving the impression of a terrible, ever-present grin on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
* GlasgowGrin: Scars and cuts run from ear to ear, giving the impression of a terrible, ever-present grin on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
to:
* BeatItByCompulsion: When numerous small items are scattered before a kuchisake-onna, she compulsively begins to count them.
TheBlank: A quelaunt has no discernible eyes, nose, ears or mouth.
*GlasgowGrin: Scars and cuts run from ear to ear, giving the impression of a terrible, ever-present grin EmotionEater: Quelaunts feed on the kuchisake-onna's face.
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her facenegative emotions of prey, gaining strength and ask another question: 'Even now?' Answering either yes or no will lead to the same gory death.
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.sustenance from their dismay.
*
* MortonsFork: Kuchisake-onna are infamous for asking mortals: 'Am I pretty?' Replying no leads to a gruesome death; replying yes causes the kuchisake-onna to reveal her face
* ShearMenace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
* TakeAThirdOption: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.
Changed line(s) 2240,2242 (click to see context) from:
[[folder:Vemerak]]
->'''Level:''' 14
->'''Alignment:''' ChaoticEvil
->'''Level:''' 14
->'''Alignment:''' ChaoticEvil
to:
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2245 (click to see context) from:
Creatures from the Darklands who worship a variety of dark gods they believe dwell even deeper.
to:
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Changed line(s) 2247,2248 (click to see context) from:
* AcidAttack: The vemerak's breath weapon is a line of toxic acid that corrodes both flesh and mind.
* DishingOutDirt: A vemerak can burrow its legs, tentacles and mouth into the ground to create miniature earthquakes.
* DishingOutDirt: A vemerak can burrow its legs, tentacles and mouth into the ground to create miniature earthquakes.
to:
* AcidAttack: The vemerak's breath weapon is a line of toxic acid that corrodes both flesh MasterOfIllusion: They have several illusion spells and mind.
* DishingOutDirt: A vemerakcan burrow its legs, tentacles and mouth fool creatures into thinking the ground shrike worm itself is nothing but an illusion.
* MeaningfulName: It's a reference tocreate miniature earthquakes.[[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
* DishingOutDirt: A vemerak
* MeaningfulName: It's a reference to
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
Changed line(s) 2251,2252 (click to see context) from:
!!Level 15
[[folder:Hyakume]]
[[folder:Hyakume]]
to:
[[folder:Hyakume]]
Changed line(s) 2254,2255 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
->'''Size:''' Large
to:
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:'''LargeHuge
Strange, eel-like creatures most at home in tar seeps and oil pits.
->'''Size:'''
Strange, eel-like creatures most at home in tar seeps and oil pits.
Changed line(s) 2257,2259 (click to see context) from:
* BookBurning: Hyakume go to great lengths to keep what they know to themselves, destroying libraries they've raided and burning books they've read to ensure no one else learns their contents.
* EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.
* EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.
to:
* BookBurning: Hyakume go ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to great lengths to keep what they know to themselves, destroying libraries they've raided Golarion by a crashed starship, and burning books they've read to ensure no one else learns their contents.
* EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence fromdespite the minds overall hostility of their victims.Golarion's dry, water-rich alien climate managed to settle a large system tar pits.
* EyesDoNotBelongThere: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
* LaserGuidedAmnesia: Hyakume can steal memories and erase any knowledge of their existence from
Changed line(s) 2262 (click to see context) from:
[[folder:Larva of the Outer Gods]]
to:
Changed line(s) 2264 (click to see context) from:
->'''Alignment:''' ChaoticNeutral
to:
->'''Alignment:''' ChaoticNeutralNeutralEvil
Changed line(s) 2267,2269 (click to see context) from:
* EvilIsNotAToy: Foolish mortals sometimes beseech the aid of a larva of the Outer Gods, who does not care for its music's effect on mortal flesh; these summoners just often fall victim to the larva's song as their designated victims do.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.
to:
* EvilIsNotAToy: Foolish mortals sometimes beseech WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking the aid of a larva of earth asunder, and staining the Outer Gods, who does not care for its music's effect on mortal flesh; these summoners just often fall victim to the larva's song as ground with their designated victims do.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.foul blood.
* ForcedTransformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
* MagicMusic: A larva of the Outer Gods can play a song which inspires madness in those who hear it. This music travels across the fabric of reality itself, and can be heard in the void of space or by deaf creatures.
Changed line(s) 2272,2278 (click to see context) from:
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures of immense power who view themselves as favored by unknowable entities
Jellyfish-like creatures that gain sustenance from
Changed line(s) 2280,2288 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
to:
* CannibalismSuperpower: Neothelids who consume a large number of their kin ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories:emit a powerful race discharge of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned --electricity from their lifespans bell.
* PowerNullifier: The whyrlish's tentacles aremeasured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up laced with supernatural microscopic cnidocytes, which nullify the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience,target's resistance and in their species' early days large numbers of neothelids perished immunity to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.electricity.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories:
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned --
* PowerNullifier: The whyrlish's tentacles are
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience,
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Changed line(s) 2291,2294 (click to see context) from:
[[folder:Pharmakos]]
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
->'''Level:''' 15
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
to:
[[folder:Scylla]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
Changed line(s) 2296,2298 (click to see context) from:
* AgonyBeam: A creature hit by a pharmakos' bite or claws is racked with waves of pain.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
* ICannotSelfTerminate: A pharmakos is immortal and cannot willingly end its own life, but is wracked with such agony that all other sources of pain become meaningless.
* WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.
to:
* AgonyBeam: MultipleHeadCase: A creature hit by a pharmakos' bite or claws is racked with waves scylla has the upper body of pain.
* ICannotSelfTerminate: A pharmakos is immortala human woman and cannot willingly end its own life, but is wracked with such agony that all other sources a lower body full of pain become meaningless.
wolf heads.
*WasOnceAMan: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
* ICannotSelfTerminate: A pharmakos is immortal
*
Changed line(s) 2301,2303 (click to see context) from:
[[folder:Quelaunt]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
->'''Level:''' 15
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png]]
->'''Level:''' 15
to:
[[quoteright:300:https://static.
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
Changed line(s) 2305,2309 (click to see context) from:
->'''Size:''' Large
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
to:
->'''Size:''' Large
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].Gargantuan
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=343 here]].
Changed line(s) 2311,2312 (click to see context) from:
* TheBlank: A quelaunt has no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.
to:
* TheBlank: A quelaunt has AbsoluteXenophobe: Luscas brook no discernible eyes, nose, ears or mouth.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance fromother large predators in their dismay.claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
* EmotionEater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
Changed line(s) 2315,2316 (click to see context) from:
[[folder:Shrike Worm]]
->'''Level:''' 15
->'''Level:''' 15
to:
->'''Level:'''
Changed line(s) 2318,2322 (click to see context) from:
->'''Size:''' Huge
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
to:
->'''Size:''' Huge
Insidious creaturesGargantuan
Creatures born from theedge shattered remains of reality who blur the line between the real and unreal.
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].fallen civilisations.
Insidious creatures
Creatures born from the
Their 1e stats can be found in ''Strange Aeons: Black Stars Beckon'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Shrike%20Worm here]].
Changed line(s) 2324,2326 (click to see context) from:
* MasterOfIllusion: They have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
* MeaningfulName: It's a reference to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
to:
* MasterOfIllusion: They have several illusion spells RockMonster: The plankta is a rocky creature formed from the ruins of buildings and can fool creatures into thinking statues built by ancient civilisations.
* SeaMonster: Planktas dwell in theshrike worm itself is nothing but an illusion.
* MeaningfulName: It's a referencesea and seek to [[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale sink ships and destroy cities in the hope of creating more of their prey n spiky branches and thorns.
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.kind.
* SeaMonster: Planktas dwell in the
* MeaningfulName: It's a reference
* SpikesOfVillainy: Their backs are covered in longs spikes, which they impale their victims on.
Changed line(s) 2329,2331 (click to see context) from:
[[folder:Targotha]]
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
->'''Level:'''
->'''Alignment:'''
Deleted line(s) 2333,2334 (click to see context) :
Strange, eel-like creatures most at home in tar seeps and oil pits.
Changed line(s) 2336 (click to see context) from:
* ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.
to:
* ExtremophileLifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, CombatTentacles: The vaspercham can attack with four tentacles.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence anddespite destruction, and lurks in the overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.shallows near shorelines.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and
Changed line(s) 2339,2340 (click to see context) from:
[[folder:Tolokand]]
->'''Level:''' 15
->'''Level:''' 15
to:
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:'''
Changed line(s) 2342 (click to see context) from:
->'''Size:''' Large
to:
->'''Size:''' LargeHuge
Changed line(s) 2344 (click to see context) from:
* WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking the earth asunder, and staining the ground with their foul blood.
to:
* WalkingWasteland: Tolokands bring desolation with every footfall--belching smoke, blighting plants, cracking EyesDoNotBelongThere: A deghuun can move its single, golden eye across the earth asunder, venthole-like craters that dot the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud andstaining the ground with their foul blood.molten iron.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and
Changed line(s) 2347,2352 (click to see context) from:
[[folder:Whyrlish]]
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.
->'''Level:''' 15
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Jellyfish-like creatures that gain sustenance from the River of Souls.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Jellyfish-like creatures that gain sustenance from the River of Souls.
Changed line(s) 2354,2355 (click to see context) from:
* ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of electricity from their bell.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
* PowerNullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.
to:
* ElectricJellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of electricity from their bell.
* PowerNullifier: The whyrlish'sCombatTentacles: A myrucarx attacks with two tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance ending in gnashing jaws.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, andimmunity to electricity.has appropriate voice, scent and mannerisms.
* PowerNullifier: The whyrlish's
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and
Changed line(s) 2358,2364 (click to see context) from:
!!Level 16
[[folder:Scylla]]
->'''Level:''' 16
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
[[folder:Scylla]]
->'''Level:''' 16
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
to:
[[folder:Scylla]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Rare monsters driven half mad by hunger
Legendary beasts renowned for their speed and
Changed line(s) 2366,2367 (click to see context) from:
* MultipleHeadCase: A scylla has the upper body of a human woman and a lower body full of wolf heads.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.
to:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: Ascylla thessalhydra has the upper body of eight serpentine heads arrayed around a human woman central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous anda lower body full warped versions of wolf heads.
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships totheir doom.namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and
* SeaMonster: Scyllas dwell near major shipping lanes, where they lure ships to
Changed line(s) 2370,2375 (click to see context) from:
!!Level 17
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
[[folder:Lusca]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/lusca.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
to:
[[folder:Lusca]]
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2377,2383 (click to see context) from:
* AbsoluteXenophobe: Luscas brook no other large predators in their claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
* CombatTentacles: A lusca can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
to:
* AbsoluteXenophobe: Luscas brook no other large predators in BloodyMurder: At range, vitalias attack by squirting their claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
acidic blood.
*CombatTentacles: A lusca VeinOVision: The vitalia can use four of its tentacles to grapple a ship.
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors whodetect any creatures that have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.heartbeat.
*
* MultipleHeadCase: Three heads.
* ShockAndAwe: A lusca's body naturally conducts electricity.
* AStormIsComing: Sailors who
* TentacledTerror: A terror of the seas with octopus tentacles.
* ThreateningShark: A lusca's heads are that of sharks.
Changed line(s) 2386,2391 (click to see context) from:
[[folder:Plankta]]
->'''Level:''' 17
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
Creatures born from the shattered remains of fallen civilisations.
->'''Level:''' 17
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
Creatures born from the shattered remains of fallen civilisations.
to:
[[folder:Shoggoth]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures born from the shattered remains of fallen civilisations.
Changed line(s) 2393,2394 (click to see context) from:
* RockMonster: The plankta is a rocky creature formed from the ruins of buildings and statues built by ancient civilisations.
* SeaMonster: Planktas dwell in the sea and seek to sink ships and destroy cities in the hope of creating more of their kind.
* SeaMonster: Planktas dwell in the sea and seek to sink ships and destroy cities in the hope of creating more of their kind.
to:
* RockMonster: The plankta is a rocky creature formed from the ruins of buildings BlackSpeech: A shoggoth can utter sounds and statues built by ancient civilisations.
* SeaMonster: Planktas dwell in the sea and seekwords sane life was not meant to sink ships and destroy cities in the hope of creating more of hear.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against theirkind.creators.
* SeaMonster: Planktas dwell in the sea and seek
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their
Changed line(s) 2397,2401 (click to see context) from:
[[folder:Vaspercham]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png]]
->'''Level:''' 17
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
to:
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
Changed line(s) 2403,2404 (click to see context) from:
* CombatTentacles: The vaspercham can attack with four tentacles.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the shallows near shorelines.
* SeaMonster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the shallows near shorelines.
to:
* CombatTentacles: The vaspercham can attack BeastOfBattle: In the modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles withfour tentacles.
two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster:The vaspercham is an aquatic horror who delights in violence Baomals are ravenous, aggressive marine predators well known for attacking ships and destruction, and lurks tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in theshallows near shorelines.process.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster:
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the
Changed line(s) 2407,2411 (click to see context) from:
!!Level 18
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:''' 18
->'''Alignment:''' NeutralEvil
to:
[[folder:Deghuun]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/deghuun.png]]
->'''Level:'''
->'''Alignment:'''
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
Changed line(s) 2414,2415 (click to see context) from:
* EyesDoNotBelongThere: A deghuun can move its single, golden eye across the venthole-like craters that dot the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.
to:
* EyesDoNotBelongThere: A deghuun can move its single, golden eye across ApocalypseCult: Star-spawn seed the venthole-like craters creation of such cults that dot prepare the surface of its body.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mudworld and molten iron.bring it to the brink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
* TentacledTerror: Children of Mhar resemble blue-gray octopodes made of stone, mud
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
Changed line(s) 2418,2420 (click to see context) from:
[[folder:Myrucarx]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
->'''Level:''' 18
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png]]
->'''Level:''' 18
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Level:'''
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
Changed line(s) 2424,2425 (click to see context) from:
* CombatTentacles: A myrucarx attacks with two tentacles ending in gnashing jaws.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.
* MasterOfIllusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.
to:
* CombatTentacles: AbstractEater: Halfway. A myrucarx attacks vazgorlu does eat the physical bodies of its prey, but it also feeds on their metaphysical decay when their connections to the multiverse have been severed. As the latter can typically only happen in their Demiplane Lair, they usually eat there exclusively, while consumption elsewhere is merely a stopgap measure that doesn't truly sate them.
* AcidAttack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
* AllWebbedUp: They have a ranged web attack that physically anchors those it hits to the closest surface and metaphysically anchors them, preventing any sort of teleportation or dimensional travel.
* BigCreepyCrawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
* ColdIron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
* InnateNightvision: They have darkvision, a necessity when they nest in a demiplane withtwo tentacles ending in gnashing jaws.
zero light.
*MasterOfIllusion: A myrucarx NoOntologicalInertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
* NoSell: Immune to acid, can't be paralyzed, and never sleep.
* NotQuiteFlight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they ''do'' have is a constant ''air walk'' effect, which serves a similar effect.
* PocketDimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel cancraft an illusion resembling escape on their own. Fortunately, they are freed if the demiplane collapses, which happens automatically if the vazgorlu is killed. Additionally, the vazgorlu must return to its lair every 24 hours or else it collapses anyways, ensuring any Medium humanoid, including any specific individual it has seen, captives have a chance to try and has appropriate voice, scent escape through violence. Less fortunately, they ''are'' CR 20 creatures, so only the strongest combatants have a hope of beating them.
* TeleportInterdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
* VillainTeleportation: They can cast ''teleport'' three times a day andmannerisms.''dimensional door'' at-will. They can also cast ''plane shift'', though only to and from their Demiplane Lair.
* WallCrawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
* WeaponizedTeleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
* AcidAttack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
* AllWebbedUp: They have a ranged web attack that physically anchors those it hits to the closest surface and metaphysically anchors them, preventing any sort of teleportation or dimensional travel.
* BigCreepyCrawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
* ColdIron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
* InnateNightvision: They have darkvision, a necessity when they nest in a demiplane with
*
* NoSell: Immune to acid, can't be paralyzed, and never sleep.
* NotQuiteFlight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they ''do'' have is a constant ''air walk'' effect, which serves a similar effect.
* PocketDimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel can
* TeleportInterdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
* VillainTeleportation: They can cast ''teleport'' three times a day and
* WallCrawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
* WeaponizedTeleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
Changed line(s) 2428,2430 (click to see context) from:
[[folder:Thessalhydra]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
to:
[[folder:Conqueror Worm]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2433 (click to see context) from:
Legendary beasts renowned for their speed and savagery.
to:
Changed line(s) 2435,2437 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: TheChessmaster: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed aroundconqueror worm that takes interest in a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrousregion mentally commands its figureheads, manipulating them and warped versions of playing them off each other like game pieces from behind the scenes. Most conqueror worms' victims don't even know they're subject to its machinations.
* ForTheEvulz: Conqueror worms spend theirnamesakes, being hulking, quadrupedal reptiles time sowing chaos and death in mortal nations [[ItAmusedMe purely for entertainment]], and once they get bored with necks topped with whatever country they're manipulating, they arrange for the whole nation to be destroyed as thoroughly as possible.
* GrandTheftMe: When agaping, jawless maw ringed with writhing snake necks.conqueror worm dies, it telepathically projects its consciousness into a creature whose mind it previously infected. Would-be slayers of a conqueror worm need to locate its consciousness and end the possession before the worm rises again.
* PhysicalGod: They have the ability to grant spells like actual deities, and most have at least a cult of followers.
* TransformationOfThePossessed: A host possessed by a conqueror worm undergoes terrible changes, becoming increasingly pale, balding and bloated, before the conqueror worm is reborn.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous
* ForTheEvulz: Conqueror worms spend their
* GrandTheftMe: When a
* PhysicalGod: They have the ability to grant spells like actual deities, and most have at least a cult of followers.
* TransformationOfThePossessed: A host possessed by a conqueror worm undergoes terrible changes, becoming increasingly pale, balding and bloated, before the conqueror worm is reborn.
Changed line(s) 2440,2443 (click to see context) from:
[[folder:Vitalia]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/vitalia.png]]
->'''Level:'''
->'''Alignment:'''
In nightmare dimensions of unreality, the whims of alien gods shaped the hundun out of the desire to reduce the universe to nothing but random astronomic phenomenon devoid of life.
Changed line(s) 2446,2447 (click to see context) from:
* BloodyMurder: At range, vitalias attack by squirting their acidic blood.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
* VeinOVision: The vitalia can detect any creatures that have a heartbeat.
to:
* BloodyMurder: At range, vitalias attack TheBlank: A hundun's robe-like skin obscures its face in darkness.
* CounterAttack: Any creature that attempts to affect a hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
* EldritchAbomination: Hunduns are given life bysquirting the powers of alien gods in the nightmare dimensions of unreality beyond space and time. They embody aspects of the formless void that preceded the creation of the multiverse and reality accommodates their acidic blood.
* VeinOVision: The vitalia can detect any creaturesindividual existences as intractable errors that must be continually accounted for yet can never fully be corrected.
* EvilCounterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort to impose or maintain discipline, structure or regulation. However, hunduns have nothing but contempt for proteans, their strange religion, and the spontaneous, ephemeral acts of creation in which proteans delight; instead, they seek to spread the freedom and truth of pure entropy to all creation.
* InTheHood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
* NoFaceUnderTheMask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
* OmnicidalManiac: Hunduns are the incarnation of the desire to reduce the multiverse to aheartbeat.space filled with nothing but randomly fluctuating energy fields and gravitic curvatures.
* CounterAttack: Any creature that attempts to affect a hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
* EldritchAbomination: Hunduns are given life by
* VeinOVision: The vitalia can detect any creatures
* EvilCounterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort to impose or maintain discipline, structure or regulation. However, hunduns have nothing but contempt for proteans, their strange religion, and the spontaneous, ephemeral acts of creation in which proteans delight; instead, they seek to spread the freedom and truth of pure entropy to all creation.
* InTheHood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
* NoFaceUnderTheMask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
* OmnicidalManiac: Hunduns are the incarnation of the desire to reduce the multiverse to a
Changed line(s) 2450,2454 (click to see context) from:
!Level 19
[[folder:Shoggoth]]
->'''Level:''' 19
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Huge
[[folder:Shoggoth]]
->'''Level:''' 19
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Huge
to:
[[folder:Shoggoth]]
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 2456,2458 (click to see context) from:
* BlackSpeech: A shoggoth can utter sounds and words sane life was not meant to hear.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their creators.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their creators.
to:
* BlackSpeech: LivingApart: A shoggoth can utter sounds and words sane life was not meant to hear.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their creators.lophiithu's stomachs are scattered across islands in the Maelstrom, regardless of the location of the rest of its body.
* TooManyMouths: Try to count exactly how many mouths a shoggoth has.
* TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to rebel against their creators.
Changed line(s) 2461,2465 (click to see context) from:
!!Level 20
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
->'''Level:''' 20
->'''Alignment:''' ChaoticNeutral
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
->'''Level:''' 20
->'''Alignment:''' ChaoticNeutral
to:
!!Level 20
[[folder:Baomal]]
24
[[folder:Havero]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
org/pmwiki/pub/images/pathfinder_havero.PNG]]
->'''Level:'''20
24
->'''Alignment:'''ChaoticNeutralChaoticEvil
[[folder:Baomal]]
[[folder:Havero]]
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
Changed line(s) 2468 (click to see context) from:
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
to:
Changed line(s) 2470,2475 (click to see context) from:
* BeastOfBattle: In the modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
to:
* BeastOfBattle: In AcidAttack: An acid spewer is one of the modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: Accordingoptions a havero can have for its limbs. It can only have one at a time, unlike its other limb options, but it can upgrade it to ancient carvings, baomals were ravenous predators do more damage and have a longer range rather than developing more of aboleths the same limb type.
* BatmanCanBreatheInSpace: They have the breathless quality, making oxygen unneeded for them.
* CognizantLimbs: There are stats provided to fight a single havero tentacle. These aren't used for normal fights against them, but for situations like a single tentacle reaching through a portal or lashing out at things around the still-sleeping havero.
* CombatTentacles: Haveros have a bunch of MorphWeapon tentacles, the most standard of which are plain tentacles used for bludgeoning, of which it can have twenty at a time if it invests in nothing else. Other options include tentacles meant to grab targets, tentacles meant to seize and rip targets in half, and bladed tentacles to slash at foes.
* ExtraEyes: Ocular tentacles let it form eyes on the ends of its tentacles to increase its Perception bonus.
* HealingFactor: They have fast healing 25, the highest that can occur in thedistant past.
game.
*MixAndMatchCritters: Giant sea turtles IntangibleMan: Not entirely, but it can create incorporeal tentacles that have a Negative Energy touch attack with two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing themCharisma drain, with the bonus of being able to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawingat targets towards through solid objects and hit incorporeal creatures.
* MadeOfIron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and fire.
* MeaningfulName: It roughly means "smothering arms", presumably in Thassilonian.
* MorphWeapon: Haveros have twenty "appendage points", which it can use to create different limbs for different values of points. At any time it can reabsorb these limbs to regain the points and create new appendages.
* TheNeedless: They don't breathe, they don't need to eat or drink, and they don't age.
* NoSell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as theirjaws minds are too alien to manipulate).
* PoisonedWeapons: One of the appendage options is a poison stinger.
* PokeInTheThirdEye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a ''feeblemind'' effect if they fail a save.
* PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
* TheSpook: Thanks to living far out in theprocess.vast emptiness of space, very little is known about them.
* StatusBuff: A havero can create armored tentacles it can wrap around itself to boost its AC.
* {{Telepathy}}: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
* WeakenedByTheLight: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
* FoodChainOfEvil: According
* BatmanCanBreatheInSpace: They have the breathless quality, making oxygen unneeded for them.
* CognizantLimbs: There are stats provided to fight a single havero tentacle. These aren't used for normal fights against them, but for situations like a single tentacle reaching through a portal or lashing out at things around the still-sleeping havero.
* CombatTentacles: Haveros have a bunch of MorphWeapon tentacles, the most standard of which are plain tentacles used for bludgeoning, of which it can have twenty at a time if it invests in nothing else. Other options include tentacles meant to grab targets, tentacles meant to seize and rip targets in half, and bladed tentacles to slash at foes.
* ExtraEyes: Ocular tentacles let it form eyes on the ends of its tentacles to increase its Perception bonus.
* HealingFactor: They have fast healing 25, the highest that can occur in the
*
* MultipleHeadCase: Baomals have two heads, allowing them
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing
* MadeOfIron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and fire.
* MeaningfulName: It roughly means "smothering arms", presumably in Thassilonian.
* MorphWeapon: Haveros have twenty "appendage points", which it can use to create different limbs for different values of points. At any time it can reabsorb these limbs to regain the points and create new appendages.
* TheNeedless: They don't breathe, they don't need to eat or drink, and they don't age.
* NoSell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as their
* PoisonedWeapons: One of the appendage options is a poison stinger.
* PokeInTheThirdEye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a ''feeblemind'' effect if they fail a save.
* PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
* TheSpook: Thanks to living far out in the
* StatusBuff: A havero can create armored tentacles it can wrap around itself to boost its AC.
* {{Telepathy}}: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
* WeakenedByTheLight: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
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[[folder:Star-spawn of Cthulhu]]
->'''Level:''' 20
->'''Alignment:''' ChaoticEvil
->'''Level:''' 20
->'''Alignment:''' ChaoticEvil
to:
[[folder:Drakainia]]
->'''Level:'''
->'''Mythic Rating:''' 10
->'''Alignment:'''
Changed line(s) 2482,2483 (click to see context) from:
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
to:
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* ApocalypseCult: Star-spawn seed the creation of such cults that prepare the world and bring it to the brink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
to:
* ApocalypseCult: Star-spawn seed MotherOfAThousandYoung: They have the creation ability to give birth to any creatures of such cults that prepare the world their size or smaller. Such creatures are BornAsAnAdult and bring it are presumably loyal to the brink of destruction.
drakainia.
*BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawnTeleFrag: They have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}san ability called "Invert Birth" that aid the star-spawn is being among the final few lets them teleport to be eradicated, for the star-spawn have no interest in and feel no responsibility toward where one of their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seedingoffspring is. Such teleportation invariably kills said offspring, though the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.drakainia [[YouHaveOutlivedYourUsefulNess doesn't seem to care]].
*
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
Deleted line(s) 2493,2599 (click to see context) :
[[folder:Vazgorlu]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
->'''Level:''' 20
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
----
* AbstractEater: Halfway. A vazgorlu does eat the physical bodies of its prey, but it also feeds on their metaphysical decay when their connections to the multiverse have been severed. As the latter can typically only happen in their Demiplane Lair, they usually eat there exclusively, while consumption elsewhere is merely a stopgap measure that doesn't truly sate them.
* AcidAttack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
* AllWebbedUp: They have a ranged web attack that physically anchors those it hits to the closest surface and metaphysically anchors them, preventing any sort of teleportation or dimensional travel.
* BigCreepyCrawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
* ColdIron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
* InnateNightvision: They have darkvision, a necessity when they nest in a demiplane with zero light.
* NoOntologicalInertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
* NoSell: Immune to acid, can't be paralyzed, and never sleep.
* NotQuiteFlight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they ''do'' have is a constant ''air walk'' effect, which serves a similar effect.
* PocketDimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel can escape on their own. Fortunately, they are freed if the demiplane collapses, which happens automatically if the vazgorlu is killed. Additionally, the vazgorlu must return to its lair every 24 hours or else it collapses anyways, ensuring any captives have a chance to try and escape through violence. Less fortunately, they ''are'' CR 20 creatures, so only the strongest combatants have a hope of beating them.
* TeleportInterdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
* VillainTeleportation: They can cast ''teleport'' three times a day and ''dimensional door'' at-will. They can also cast ''plane shift'', though only to and from their Demiplane Lair.
* WallCrawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
* WeaponizedTeleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
[[/folder]]
!!Level 21
[[folder:Conqueror Worm]]
->'''Level:''' 21
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
Gigantic worms who rule "lesser empires" from the shadows, at least until they tire of their toys and maneuver them to their own destruction.
----
* TheChessmaster: A conqueror worm that takes interest in a region mentally commands its figureheads, manipulating them and playing them off each other like game pieces from behind the scenes. Most conqueror worms' victims don't even know they're subject to its machinations.
* ForTheEvulz: Conqueror worms spend their time sowing chaos and death in mortal nations [[ItAmusedMe purely for entertainment]], and once they get bored with whatever country they're manipulating, they arrange for the whole nation to be destroyed as thoroughly as possible.
* GrandTheftMe: When a conqueror worm dies, it telepathically projects its consciousness into a creature whose mind it previously infected. Would-be slayers of a conqueror worm need to locate its consciousness and end the possession before the worm rises again.
* PhysicalGod: They have the ability to grant spells like actual deities, and most have at least a cult of followers.
* TransformationOfThePossessed: A host possessed by a conqueror worm undergoes terrible changes, becoming increasingly pale, balding and bloated, before the conqueror worm is reborn.
[[/folder]]
[[folder:Hundun]]
->'''Level:''' 21
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
In nightmare dimensions of unreality, the whims of alien gods shaped the hundun out of the desire to reduce the universe to nothing but random astronomic phenomenon devoid of life.
----
* TheBlank: A hundun's robe-like skin obscures its face in darkness.
* CounterAttack: Any creature that attempts to affect a hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
* EldritchAbomination: Hunduns are given life by the powers of alien gods in the nightmare dimensions of unreality beyond space and time. They embody aspects of the formless void that preceded the creation of the multiverse and reality accommodates their individual existences as intractable errors that must be continually accounted for yet can never fully be corrected.
* EvilCounterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort to impose or maintain discipline, structure or regulation. However, hunduns have nothing but contempt for proteans, their strange religion, and the spontaneous, ephemeral acts of creation in which proteans delight; instead, they seek to spread the freedom and truth of pure entropy to all creation.
* InTheHood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
* NoFaceUnderTheMask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
* OmnicidalManiac: Hunduns are the incarnation of the desire to reduce the multiverse to a space filled with nothing but randomly fluctuating energy fields and gravitic curvatures.
[[/folder]]
[[folder:Lophiithu]]
->'''Level:''' 21
->'''Alignment:''' NeutralEvil
->'''Size:''' Gargantuan
----
* LivingApart: A lophiithu's stomachs are scattered across islands in the Maelstrom, regardless of the location of the rest of its body.
[[/folder]]
!!Level 24
[[folder:Havero]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_havero.PNG]]
->'''Level:''' 24
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan
Entities of deepest blackness of space, who on terrible occasions may be drawn to inhabited worlds, putting all the races of the planet into reach of its endless, ruinous arms.
----
* AcidAttack: An acid spewer is one of the options a havero can have for its limbs. It can only have one at a time, unlike its other limb options, but it can upgrade it to do more damage and have a longer range rather than developing more of the same limb type.
* BatmanCanBreatheInSpace: They have the breathless quality, making oxygen unneeded for them.
* CognizantLimbs: There are stats provided to fight a single havero tentacle. These aren't used for normal fights against them, but for situations like a single tentacle reaching through a portal or lashing out at things around the still-sleeping havero.
* CombatTentacles: Haveros have a bunch of MorphWeapon tentacles, the most standard of which are plain tentacles used for bludgeoning, of which it can have twenty at a time if it invests in nothing else. Other options include tentacles meant to grab targets, tentacles meant to seize and rip targets in half, and bladed tentacles to slash at foes.
* ExtraEyes: Ocular tentacles let it form eyes on the ends of its tentacles to increase its Perception bonus.
* HealingFactor: They have fast healing 25, the highest that can occur in the game.
* IntangibleMan: Not entirely, but it can create incorporeal tentacles that have a Negative Energy touch attack with Charisma drain, with the bonus of being able to strike at targets through solid objects and hit incorporeal creatures.
* MadeOfIron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and fire.
* MeaningfulName: It roughly means "smothering arms", presumably in Thassilonian.
* MorphWeapon: Haveros have twenty "appendage points", which it can use to create different limbs for different values of points. At any time it can reabsorb these limbs to regain the points and create new appendages.
* TheNeedless: They don't breathe, they don't need to eat or drink, and they don't age.
* NoSell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as their minds are too alien to manipulate).
* PoisonedWeapons: One of the appendage options is a poison stinger.
* PokeInTheThirdEye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a ''feeblemind'' effect if they fail a save.
* PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
* TheSpook: Thanks to living far out in the vast emptiness of space, very little is known about them.
* StatusBuff: A havero can create armored tentacles it can wrap around itself to boost its AC.
* {{Telepathy}}: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
* WeakenedByTheLight: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
[[/folder]]
!!Level 25
[[folder:Drakainia]]
->'''Level:''' 25
->'''Mythic Rating:''' 10
->'''Alignment:''' NeutralEvil
->'''Size:''' Huge
Powerful monsters who spawn lesser abominations.
----
* MotherOfAThousandYoung: They have the ability to give birth to any creatures of their size or smaller. Such creatures are BornAsAnAdult and are presumably loyal to the drakainia.
* TeleFrag: They have an ability called "Invert Birth" that lets them teleport to where one of their offspring is. Such teleportation invariably kills said offspring, though the drakainia [[YouHaveOutlivedYourUsefulNess doesn't seem to care]].
[[/folder]]
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* ThePowerOfTheVoid: While this is noted to be a [[LiesToChildren "gross oversimplification"]], chyzaedus are said to serve in a role akin to a priesthood for the Dominion, worshiping black holes and other destructive forces in the deepest reaches of the universe. Notably, they are divine spellcasters in 2E, which indicates they derive power from worship or a connection to some truly divine force. Unfortunately, this means that there is a godhead behind black holes.
to:
* ThePowerOfTheVoid: PowerOfTheVoid: While this is noted to be a [[LiesToChildren "gross oversimplification"]], chyzaedus are said to serve in a role akin to a priesthood for the Dominion, worshiping black holes and other destructive forces in the deepest reaches of the universe. Notably, they are divine spellcasters in 2E, which indicates they derive power from worship or a connection to some truly divine force. Unfortunately, this means that there is a godhead behind black holes.
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Changed line(s) 206,207 (click to see context) from:
* CargoCult: Chyzaedus serve in a role akin to a priesthood for the Dominion, worshipping black holes and other destructive forces in the deepest reaches of the universe.
to:
* CargoCult: Chyzaedus ThePowerOfTheVoid: While this is noted to be a [[LiesToChildren "gross oversimplification"]], chyzaedus are said to serve in a role akin to a priesthood for the Dominion, worshipping worshiping black holes and other destructive forces in the deepest reaches of the universe.
universe. Notably, they are divine spellcasters in 2E, which indicates they derive power from worship or a connection to some truly divine force. Unfortunately, this means that there is a godhead behind black holes.
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Changed line(s) 1952 (click to see context) from:
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Creates as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
to:
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Creates Created as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
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* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespekaers he taught are alive and well, the kasthezvi got the better part of the deal.
to:
* DealWithTheDevil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespekaers runespeakers he taught are alive and well, the kasthezvi got the better part of the deal.
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* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, menaing every dead kasthezvi is a permeant decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
to:
* DyingRace: They have no way to reproduce on their own and the secret of their creation was lost with their creators, menaing meaning every dead kasthezvi is a permeant permanent decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
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When a creature is subjected to large-scale fleshwarping, they become a kind hideous monster depending on their species.
to:
When a creature is subjected to large-scale fleshwarping, they become a kind of hideous monster depending on their species.
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* ForTheEvulz: Conqueror worms spend their time sowing chaos and death in mortal nations [[ItAmusedMe purely for entertainment]], and once they get bored with whatever country they’re manipulating, they arrange for the whole nation to be destroyed as thoroughly as possible.
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* MeaningfulName: It's a reference to [https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
to:
* MeaningfulName: It's a reference to [https://en.[[https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
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Changed line(s) 564 (click to see context) from:
* TheBlank: Noppera-bos appear to be regular humans from behind, and might even resemble someone you know, until they turn to reveal a featureless face.
to:
* TheBlank: Noppera-bos appear to be regular humans from behind, and might even resemble someone you know, until they turn to reveal a featureless face. They are blind, their hearing is precise, they don't breathe and gain sustenance by absorbing fluids through their skin.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When faceless, the victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form of a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are faceless when disguised; noppera-bo tricksters have mastered the art of disguise and can assume the target's face and voice.
* FaceStealer: Noppera-bo occultists can harness their natural magic to steal another person's face. When faceless, the victim is blinded, can't speak, ingest or smell, and must hold breath or begin to suffocate.
* HumanDisguise: A noppera-bo can take the form of a Small or Medium humanoid they've touched during the last 24 hours. Noppera-bo grunts are incapable of taking another person's face and are faceless when disguised; noppera-bo tricksters have mastered the art of disguise and can assume the target's face and voice.
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png]]
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!!Intellect Devourer
to:
Changed line(s) 162 (click to see context) from:
->'''Level:''' 8 (intellect devourer), 10 (egophage)
to:
->'''Level:''' 8 (intellect devourer), (xoarian), 10 (egophage)
Changed line(s) 165 (click to see context) from:
Weird beasts that resemble [[MyBrainIsBig giant brains]] with lion legs, intellect devourers are cunning psychic ambush predators who utterly consume their target's mind and then pilot around the EmptyShell to [[ParanoiaFuel search for more prey]].
to:
Weird beasts that resemble [[MyBrainIsBig giant brains]] with lion legs, intellect devourers xoarians are cunning psychic ambush predators who utterly consume their target's mind and then pilot around the EmptyShell to [[ParanoiaFuel search for more prey]].
Changed line(s) 168 (click to see context) from:
* BrainMonster: An intellect devourer is a brain running around on four lion legs.
to:
* BrainMonster: An intellect devourer A xoarian is a brain running around on four lion legs.
Changed line(s) 173,174 (click to see context) from:
* TurnedAgainstTheirMasters: They were created by a living planetoid to protect it against external threats, including the creatures that had settled on it over time. The intellect devourers only figured this out when, after having wiped out all other living things on their world, they burrowed into its crust and discovered the planetoid's own enormous brain... which they then devoured, afterwards taking control of the corpse of their parent world.
to:
* TurnedAgainstTheirMasters: They were created by a living planetoid to protect it against external threats, including the creatures that had settled on it over time. The intellect devourers xoarians only figured this out when, after having wiped out all other living things on their world, they burrowed into its crust and discovered the planetoid's own enormous brain... which they then devoured, afterwards taking control of the corpse of their parent world.
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[[folder:Sagari]]
to:
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->'''Alignment:''' NeutralEvil
->'''Size:''' Tiny
Niche predators who drop onto prey from above.
->'''Size:''' Tiny
Niche predators who drop onto prey from above.
to:
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:'''Tiny
Niche predators who drop onto prey from above.Medium
->'''Size:'''
Niche predators who drop onto prey from above.
Changed line(s) 566,567 (click to see context) from:
* CombatTentacles: The tentacle of a sagari is not strong enough to grab or strangle enemies, but serves well as an additional weapon to augment its bite.
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
to:
* CombatTentacles: The tentacle of a sagari is not strong enough TheBlank: Noppera-bos appear to grab or strangle enemies, but serves well as an additional weapon to augment its bite.
* DeathFromAbove: Sagaris hang upside-downbe regular humans from tree branches behind, and swoop down might even resemble someone you know, until they turn to attack unsuspecting travellers.reveal a featureless face.
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
* DeathFromAbove: Sagaris hang upside-down
* WasOnceAMan: There are many theories on the origins of noppera-bos, from tanuki whose change shape ability went wrong, to humanoids warped by curses to naturally spawning yokai.
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[[folder:Wizard's Shackle]]
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->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralNeutralEvil
Changed line(s) 575 (click to see context) from:
Eel-like parasites that desperately seek spellcasting hosts.
to:
Changed line(s) 577,578 (click to see context) from:
* LampreyMouth: The wizard's shackle's large, circular mouth is full of tiny teeth.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.
to:
* LampreyMouth: CombatTentacles: The wizard's shackle's large, circular mouth tentacle of a sagari is full of tiny teeth.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attemptsnot strong enough to dominate grab or strangle enemies, but serves well as an additional weapon to augment its host.bite.
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts
* DeathFromAbove: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.
Changed line(s) 581,583 (click to see context) from:
!!Level 1
[[folder:Akaname]]
->'''Level:''' 1
[[folder:Akaname]]
->'''Level:''' 1
to:
[[folder:Akaname]]
->'''Level:'''
Changed line(s) 585,587 (click to see context) from:
->'''Size:''' Small
Pests who feed on grime and filth.
Pests who feed on grime and filth.
to:
->'''Size:''' Small
Pests who feed on grime and filth.Tiny
Eel-like parasites that desperately seek spellcasting hosts.
Pests who feed on grime and filth.
Eel-like parasites that desperately seek spellcasting hosts.
Changed line(s) 589,590 (click to see context) from:
* OverlyLongTongue: An akaname's grotesque tongue is as long as the creature is tall. Akanames drag their tongues along the ground to lick up filth, but they can also use them to manipulate objects or bludgeon their opponents.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
to:
* OverlyLongTongue: An akaname's grotesque tongue LampreyMouth: The wizard's shackle's large, circular mouth is as long as the creature is tall. Akanames drag their tongues along the ground full of tiny teeth.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts tolick up filth, but they can also use them to manipulate objects or bludgeon their opponents.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.dominate its host.
* PuppeteerParasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
Changed line(s) 593,594 (click to see context) from:
[[folder:Akata]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
[[folder:Akaname]]
Changed line(s) 597,599 (click to see context) from:
->'''Size:''' Medium
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.
to:
->'''Size:''' Medium
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.Small
Pests who feed on grime and filth.
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.
Pests who feed on grime and filth.
Changed line(s) 601 (click to see context) from:
* SpawnBroodling: Akatas reproduce by implanting their parasitoid larvae in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.
to:
* SpawnBroodling: Akatas reproduce by implanting OverlyLongTongue: An akaname's grotesque tongue is as long as the creature is tall. Akanames drag their parasitoid larvae in humanoid creatures, eventually transforming tongues along the ground to lick up filth, but they can also use them into void zombies, mindless hosts for the larvae until they grow up.to manipulate objects or bludgeon their opponents.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
* WallCrawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.
Changed line(s) 604 (click to see context) from:
[[folder:Bogwiggle]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg]]
Changed line(s) 606 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilTrueNeutral
Changed line(s) 609 (click to see context) from:
Bogwiggles are the stunted, degenerate spawn of boggard priest-kings -— these are the young who survived their meals of poisonous dragonflies, but failed to develop properly.
to:
Changed line(s) 611,612 (click to see context) from:
* PoisonousPerson: Some bogwiggles raised in toxic pools of water develop their own poison glands.
* ToServeMan: Bogwiggles have a particular taste for humanoid flesh.
* ToServeMan: Bogwiggles have a particular taste for humanoid flesh.
to:
* PoisonousPerson: Some bogwiggles raised in toxic pools of water develop SpawnBroodling: Akatas reproduce by implanting their own poison glands.
* ToServeMan: Bogwiggles have a particular taste forparasitoid larvae in humanoid flesh.creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.
* ToServeMan: Bogwiggles have a particular taste for
Changed line(s) 615 (click to see context) from:
[[folder:Dossenus]]
to:
Changed line(s) 617,620 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
Subterranean pack hunters who bring down prey through numbers.
->'''Size:''' Small
Subterranean pack hunters who bring down prey through numbers.
to:
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:'''Small
Subterranean pack huntersMedium
Bogwiggles are the stunted, degenerate spawn of boggard priest-kings -— these are the young whobring down prey through numbers.survived their meals of poisonous dragonflies, but failed to develop properly.
->'''Size:'''
Subterranean pack hunters
Bogwiggles are the stunted, degenerate spawn of boggard priest-kings -— these are the young who
Changed line(s) 622,623 (click to see context) from:
* SuperDrowningSkills: Despite being crab-like in appearance they can't swim, and, if forced into water, have to make a save every round or be paralyzed with fear.
* ZergRush: Their favored and pretty much only tactic.
* ZergRush: Their favored and pretty much only tactic.
to:
* SuperDrowningSkills: Despite being crab-like PoisonousPerson: Some bogwiggles raised in appearance they can't swim, and, if forced into water, toxic pools of water develop their own poison glands.
* ToServeMan: Bogwiggles haveto make a save every round or be paralyzed with fear.
* ZergRush: Their favored and pretty much only tactic.particular taste for humanoid flesh.
* ToServeMan: Bogwiggles have
* ZergRush: Their favored and pretty much only tactic.
Added DiffLines:
[[folder:Dossenus]]
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
Subterranean pack hunters who bring down prey through numbers.
----
* SuperDrowningSkills: Despite being crab-like in appearance they can't swim, and, if forced into water, have to make a save every round or be paralyzed with fear.
* ZergRush: Their favored and pretty much only tactic.
[[/folder]]
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
Subterranean pack hunters who bring down prey through numbers.
----
* SuperDrowningSkills: Despite being crab-like in appearance they can't swim, and, if forced into water, have to make a save every round or be paralyzed with fear.
* ZergRush: Their favored and pretty much only tactic.
[[/folder]]
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Changed line(s) 1313 (click to see context) from:
[[folder:Star Vampire]]
to:
Changed line(s) 1315,1318 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
Hunters of the void that feed on blood.
->'''Size:''' Large
Hunters of the void that feed on blood.
to:
->'''Alignment:''' ChaoticEvil
ChaoticNeutral
->'''Size:'''Large
Hunters of the void that feed on blood.Medium
->'''Size:'''
Hunters of the void that feed on blood.
Changed line(s) 1320,1322 (click to see context) from:
* TheAgeless: Star vampires are biologically immortal and live forever until killed.
* CombatTentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
* CombatTentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
to:
* TheAgeless: Star vampires are biologically immortal HumanDisguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements and live forever until killed.
telepathically send back information to their masters.
*CombatTentacles: A star vampire can lacerate enemies KillAndReplace: Slime puppeteers disguise themselves as humanoids. They envelop their target, killing it, then merge their own skin with three tentacles tipped with talons.
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.that of the victim. The puppeteer's form replaces the skin of the corpse, while long, wiry tendrils implant themselves in the nervous system. The result is a nearly-perfect copy of the dead creature, now controlled from within by the slime puppeteer.
*
* InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
Changed line(s) 1325,1326 (click to see context) from:
[[folder:Telgrodradt]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
Changed line(s) 1328 (click to see context) from:
->'''Alignment:''' NeutralEvil
to:
->'''Alignment:''' NeutralEvilChaoticEvil
Changed line(s) 1331 (click to see context) from:
Aberrations with an innate connection to necromantic energies.
to:
Changed line(s) 1333,1335 (click to see context) from:
* EyeBeams: A telgrodradt can fire a sickly purple beam of negative energy from its eyes.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
to:
* EyeBeams: TheAgeless: Star vampires are biologically immortal and live forever until killed.
* CombatTentacles: Atelgrodradt star vampire can fire a sickly purple beam of negative energy from its eyes.
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffusedlacerate enemies with negative energy.
three tentacles tipped with talons.
*{{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.InvisibleMonsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.
* CombatTentacles: A
* FoodChainOfEvil: Telgrodradts must consume the rotting meat of the undead to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused
*
Changed line(s) 1338 (click to see context) from:
[[folder:Wamp]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg]]
Changed line(s) 1340,1343 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Creatures from the Dreamlands that feed on undead flesh.
->'''Size:''' Medium
Creatures from the Dreamlands that feed on undead flesh.
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Medium
Creatures from the Dreamlands that feed on undead flesh.Large
Aberrations with an innate connection to necromantic energies.
->'''Size:'''
Creatures from the Dreamlands that feed on undead flesh.
Aberrations with an innate connection to necromantic energies.
Changed line(s) 1345,1346 (click to see context) from:
* EyelessFace: A wamp lacks eyes and 'sees' through its blindsight ability.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
* FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
to:
* EyelessFace: EyeBeams: A wamp lacks eyes and 'sees' through telgrodradt can fire a sickly purple beam of negative energy from its blindsight ability.
eyes.
* FoodChainOfEvil:Wamps dwell in graveyards, where they could easily hunt their preferred food: Telgrodradts must consume the rotting meat of the undead creatures.to survive. They abhor the tang of blood and can eat old corpses, but gain very little sustenance from bodies not suffused with negative energy.
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
* FoodChainOfEvil:
* {{Necromancer}}: Any creature that dies from the disease a telgrodradt transmits rises in 24 hours as mindless undead.
Changed line(s) 1349,1352 (click to see context) from:
!!Level 7
[[folder:Aatheriexa]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
[[folder:Aatheriexa]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
to:
[[folder:Aatheriexa]]
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1355 (click to see context) from:
Once a race of conquerors and slavers, the destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
to:
Changed line(s) 1357,1358 (click to see context) from:
* ExtraEyes: An aatheriexa has an eye at the end of every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
to:
* ExtraEyes: An aatheriexa has an eye at the end of every of EyelessFace: A wamp lacks eyes and 'sees' through its innumerable tentacles.
blindsight ability.
*PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.FoodChainOfEvil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.
*
Changed line(s) 1361,1362 (click to see context) from:
[[folder:Capramace]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
[[folder:Aatheriexa]]
Changed line(s) 1364,1367 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
to:
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:'''Large
Creatures resemblingMedium
Once ahybrid race of goat conquerors and human with an incredibly short temper. Their stats can be found in ''Wardens of slavers, the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
->'''Size:'''
Creatures resembling
Once a
Changed line(s) 1369 (click to see context) from:
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
to:
* FaunsAndSatyrs: Capramaces are apparently ExtraEyes: An aatheriexa has an eye at the result end of some magical combination between human and goat.every of its innumerable tentacles.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
* PoisonousPerson: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.
Added DiffLines:
[[folder:Capramace]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
----
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
[[/folder]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg]]
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in ''Wardens of the Reborn Forge'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/capramace/ here]].
----
* FaunsAndSatyrs: Capramaces are apparently the result of some magical combination between human and goat.
[[/folder]]
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Changed line(s) 1,2 (click to see context) from:
!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | [[Characters/PathfinderDragons Dragons]] | '''Aberrations''' | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderPositive Positive]] | [[Characters/PathfinderNegative Negative]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]
to:
!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ([[Characters/PathfinderHumanoids Humanoids]] | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | [[Characters/PathfinderDragons Dragons]] | '''Aberrations''' | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderPositive Positive]] [[Characters/PathfinderVitality Vitality]] | [[Characters/PathfinderNegative Negative]] [[Characters/PathfinderVoid Void]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]
Changed line(s) 243,244 (click to see context) from:
* DumbMuscle: Grothluts lose almost all of their intelligence during the fleshwarping process. Drow typically use grothluts as guardians that slowly patrol the edges of their enclaves. In battle, they serve as crude shock troops, unleashed to soften enemy forces before more-valuable warriors finish off the enemies.
to:
* DumbMuscle: Grothluts lose almost all of their intelligence during the fleshwarping process. Drow Serpentfolk typically use grothluts as guardians that slowly patrol the edges of their enclaves. In battle, they serve as crude shock troops, unleashed to soften enemy forces before more-valuable warriors finish off the enemies.
Changed line(s) 1198 (click to see context) from:
* MakeMeWannaShout: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* MakeMeWannaShout: BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
Changed line(s) 1384 (click to see context) from:
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after drow, duergar or morlocks.
to:
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after drow, duergar hryngar or morlocks.
Changed line(s) 1522 (click to see context) from:
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* MakeMeWannaShout: SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
Changed line(s) 1684 (click to see context) from:
* BodyOfBodies: A galvo is made up of dozens of electric eels, transmogrified into one cooperative, electrified body. The galvo can disperse into a swarm of eels to do things it' incapable of in its normal form.
to:
* BodyOfBodies: A galvo is made up of dozens of electric eels, transmogrified into one cooperative, electrified body. The galvo can disperse into a swarm of eels to do things it' it's incapable of in its normal form.
Changed line(s) 1905 (click to see context) from:
* EvilVersusEvil: Drow and duergar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
to:
* EvilVersusEvil: Drow and duergar Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
Is there an issue? Send a MessageReason:
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Added DiffLines:
Check the Shipmind and Vespergaunt under [[Characters/PathfinderOozes Oozes]], as they are also Dominion-aligned organisms.
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Changed line(s) 999 (click to see context) from:
[[folder:Heikegani]]
to:
Changed line(s) 1001,1004 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
->'''Size:''' Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
to:
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:'''Small
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.Large
->'''Size:'''
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
Changed line(s) 1006 (click to see context) from:
* WasOnceAMan: When a samurai becomes so obsessed with purpose that they cannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body of a crustacean and mutates it to serve as their new host. The soul of a heikegani has very few memories from life, but retains its single-minded sense of purpose and honour.
to:
* WasOnceAMan: When MasterOfIllusion: Grauls have a samurai becomes so obsessed with purpose natural talent for illusion and mimicry.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around a natural source of light which theycannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body normally ignore, since this is often a sign of a crustacean and mutates it to serve as their new host. The soul of a heikegani has very few memories from life, but retains its single-minded sense of purpose and honour.graul's hunting ground.
* TentacleRope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
* WhyDidItHaveToBeSnakes: While they aren't physically harmed by light, grauls avoid it when possible, since they feel overwhelmingly vulnerable when directly exposed to light. Travellers near Highhelm are advised to look out for fauna that congregate around a natural source of light which they
Changed line(s) 1009,1010 (click to see context) from:
[[folder:Karumzek]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
Changed line(s) 1013 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumSmall
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
Changed line(s) 1015,1016 (click to see context) from:
* GiantSpider: A karumzek is a spider that stands about 5 feet tall and weighs around 200 pounds.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
to:
* GiantSpider: A karumzek is WasOnceAMan: When a spider samurai becomes so obsessed with purpose that stands about 5 feet tall they cannot pass into the afterlife, but are unwilling to become undead, the samurai's soul instead finds the body of a crustacean and weighs around 200 pounds.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.mutates it to serve as their new host. The soul of a heikegani has very few memories from life, but retains its single-minded sense of purpose and honour.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
Changed line(s) 1019 (click to see context) from:
[[folder:Living Cave Painting]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/karumzek.png]]
Changed line(s) 1021 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralNeutralEvil
Deleted line(s) 1023,1024 (click to see context) :
Ancient guardians that haunt the dark places of the earth, hidden among the art of the most ancient peoples.
Changed line(s) 1026 (click to see context) from:
* LivingDrawing: Living cave paintings are prehistoric works of art animated by strange magic.
to:
* LivingDrawing: Living cave paintings are prehistoric works of art animated by strange magic.GiantSpider: A karumzek is a spider that stands about 5 feet tall and weighs around 200 pounds.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
* {{Troll}}: Karumzeks enjoy making mortals feel uncomfortable or disgusted.
Changed line(s) 1029,1031 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:'''
Changed line(s) 1033,1035 (click to see context) from:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can takeMedium
Ancient guardians that haunt theform of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations dark places of the alghollthu, but have long since slipped earth, hidden among the leash and become an independent menace.art of the most ancient peoples.
An old RPG favorite, [[ChestMonster mimics]] can take
Ancient guardians that haunt the
Added DiffLines:
* LivingDrawing: Living cave paintings are prehistoric works of art animated by strange magic.
[[/folder]]
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
----
[[/folder]]
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
----
Is there an issue? Send a MessageReason:
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* IllegalReligion: Alghollthus who abandon atheism for the easy power gained from the patronage of a deity are hunted relentlessly by their own kind and exterminated. Only in enclaves outside the Mhalssthru are organised cults likely to arise.
Changed line(s) 37 (click to see context) from:
%%* MindRape: [[FateWorseThanDeath ''Do not'' let them capture you alive]].
to:
* MindRape: Plizeazoths use an array of pain and reward techniques that cause the victim to dissociate from reality and become receptive to alghollthus' commands.
Deleted line(s) 1043 (click to see context) :
* ADayInTheLimelight: Mimics are one of the focus monsters in ''Dungeon Denizens Revisited'', which greatly elaborates on their ecology, life cycle, and behaviors.
Changed line(s) 1057 (click to see context) from:
* NotQuiteFLight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
to:
* NotQuiteFLight: NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
[[folder:Scrapborn]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
----
* ImprovisedArmour: Scrapborn secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
[[/folder]]
->'''Level:''' 5
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
----
* ImprovisedArmour: Scrapborn secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection.
* MonsterKnight: A very diligent and patient or wealthy scrapborn can even construct a full suit of armour and be able to pass as a knight, using their bulky form to bluff and intimidate anyone who might question them as they walk through a city or castle.
[[/folder]]
Changed line(s) 2538 (click to see context) from:
* PowerPincer: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
to:
* PowerPincer: PowerPincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
Is there an issue? Send a MessageReason:
Changed line(s) 1571 (click to see context) from:
* AlluringAnglerfish: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to approach them by the safest and most direct path.
to:
* AlluringAnglerfish: LuringInPrey: An iku-turso can call forth a few small points of light. Creatures which see them can be compelled to approach them by the safest and most direct path.
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Changed line(s) 1467,1468 (click to see context) from:
[[folder:Chelarac]]
->'''Level:''' 8 (adult), 2 (broodling)
->'''Level:''' 8 (adult), 2 (broodling)
to:
->'''Level:''' 8
Changed line(s) 1470 (click to see context) from:
->'''Size:''' Large (adult), Small (broodling)
to:
->'''Size:''' Small (scavenger), Large (adult), Small (broodling)(swarm), Huge (behemoth)
Changed line(s) 1472,1475 (click to see context) from:
* BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.
to:
* BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall someDepartureMeansDeath: Created by the magic of the details incorrectly.
* SmashedEggsHatching: If a chelarac takes damageGhantibhu Pits beneath the Open Bridge, bhanyadas taken away from that causes one of region quickly decay into a repulsive slurry.
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe theblisters on its abdomen to pop, a chelarac broodling is released.surrounding terrain and give information so the entire amalgamation can move in unison.
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some
* SmashedEggsHatching: If a chelarac takes damage
* ExtraEyes: A bhanyada behemoth's head is studded with tiny eyes that observe the
* MultiArmedAndDangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.
Changed line(s) 1478,1479 (click to see context) from:
[[folder:Destrachan]]
->'''Level:''' 8
->'''Level:''' 8
to:
->'''Level:'''
Changed line(s) 1481,1483 (click to see context) from:
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
Sadistic monsters with a potent sonic attack.
to:
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.Large (adult), Small (broodling)
Sadistic monsters with a potent sonic attack.
Changed line(s) 1485,1490 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense BeastWithAHumanFace: The chelarac appears to be an enormous spider with a humanlike head.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of theworld via echolocation, represented by extremely high perception skills and details incorrectly.
* SmashedEggsHatching: If a chelarac takes damage that causes one of thehigher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating relianceblisters on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying withits prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock versionabdomen to pop, a chelarac broodling is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].released.
* GiantSpider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
* IngestingKnowledge: A chelarac's bite can drain knowledge from its victims. The target creature still retains its memories, but it might recall some of the
* SmashedEggsHatching: If a chelarac takes damage that causes one of the
* DisabilityImmunity: Their lack of eyes (and correlating reliance
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with
* ItCanThink: Probably the most dangerous thing about them. The basic stock version
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
Changed line(s) 1493,1494 (click to see context) from:
[[folder:Dimensional Shambler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
Changed line(s) 1496,1499 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Planar wanderers driven to explore the Great Beyond.
->'''Size:''' Medium
Planar wanderers driven to explore the Great Beyond.
to:
->'''Alignment:''' ChaoticEvil
NeutralEvil
->'''Size:'''Medium
Planar wanderers driven to explore the Great Beyond.Large
Sadistic monsters with a potent sonic attack.
->'''Size:'''
Planar wanderers driven to explore the Great Beyond.
Sadistic monsters with a potent sonic attack.
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
[[/folder]]
[[folder:Dimensional Shambler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Planar wanderers driven to explore the Great Beyond.
----
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* MakeMeWannaShout: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
[[/folder]]
[[folder:Dimensional Shambler]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg]]
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Planar wanderers driven to explore the Great Beyond.
----
Changed line(s) 2477 (click to see context) from:
* ScamReligion: They inexplicably have the ability to grant spells like actual deities, and most have at least a cult of followers.
to:
* ScamReligion: PhysicalGod: They inexplicably have the ability to grant spells like actual deities, and most have at least a cult of followers.
Is there an issue? Send a MessageReason:
None
Changed line(s) 1205 (click to see context) from:
* PublicDomainCharacter: They're lifted, mostly unchanged, from ''Literature/AtTheMountainsOfMadness''.
to:
* PublicDomainCharacter: They're lifted, mostly unchanged, from ''Literature/AtTheMountainsOfMadness''.FantasticRacism: Elder things often see themselves as the most learned and advanced species on any planet they visit, and tend to treat most other forms of life like a scientist might treat experimental stock.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
* StarfishAliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.
Changed line(s) 1832,1835 (click to see context) from:
[[folder:Quoppopak]]
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
to:
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 1837,1838 (click to see context) from:
* MixAndMatchCritters: Quoppopaks combine the most terrifying aspects of water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
to:
* MixAndMatchCritters: Quoppopaks combine FaceFullOfAlienWingWong: A proto-shoggoth can infect an enemy's flesh with its alien enzymes, causing microscopic fragments of proto-shoggoth tissue to infest the most terrifying aspects of water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubesvictim, slowly transforming it from the inside into proto-shoggoth material. If it dies when infected, it becomes a potential host for a new proto-shoggoth. As long as the water, cycling it up through their bodies, then spraying majority of the corpse remains relatively intact, a new proto-shoggoth eventually tears itself out in of the body.
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces ahigh-pressure stream through their tentacles.proto-shoggoth syncytium. Two syncytia can finish the growth cycle by merging with each other, creating a full-grown shoggoth.
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes
* FusionDance: A proto-shoggoth seeks out others of its kind to merge. If the merge succeeds, it produces a
* HellIsThatNoise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.
[[folder:Quoppopak]]
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
----
* MixAndMatchCritters: Quoppopaks combine the most terrifying aspects of water striders, octopuses and vampire bats.
* WalkOnWater: Quoppopaks glide on water by thrusting their ventral tubes into the water, cycling it up through their bodies, then spraying out in a high-pressure stream through their tentacles.
[[/folder]]
Changed line(s) 2386,2389 (click to see context) from:
!!Level 20
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
->'''Level:''' 20
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
->'''Level:''' 20
to:
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
[[folder:Shoggoth]]
->'''Level:'''
Changed line(s) 2391,2393 (click to see context) from:
->'''Size:''' Gargantuan
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
to:
->'''Size:''' Gargantuan
Monstrous marine predators resembling giant sea turtles with two serpentine heads.Huge
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
Changed line(s) 2395,2400 (click to see context) from:
* BeastOfBattle: In the modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads and necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
* SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
to:
* BeastOfBattle: In the modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake headsBlackSpeech: A shoggoth can utter sounds and necks each.
* MultipleHeadCase: Baomals have two heads, allowing themwords sane life was not meant to strike twice per turn without the usual penalties and hear.
* TooManyMouths: Try toautomatically survive beheadings by keeping one head.
count exactly how many mouths a shoggoth has.
*SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open TurnedAgainstTheirMasters: Shoggoths developed enough intelligence to devour rebel against their crews.
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.creators.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads
* MultipleHeadCase: Baomals have two heads, allowing them
* TooManyMouths: Try to
*
* VacuumMouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
Changed line(s) 2403 (click to see context) from:
[[folder:Star-spawn of Cthulhu]]
to:
[[folder:Baomal]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/baomal.png]]
Changed line(s) 2405,2408 (click to see context) from:
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
->'''Size:''' Huge
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
to:
->'''Alignment:''' ChaoticEvil
ChaoticNeutral
->'''Size:'''Huge
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.Gargantuan
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
->'''Size:'''
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
Changed line(s) 2410,2416 (click to see context) from:
* ApocalypseCult: Star-spawn seed the creation of such cults that prepare the world and bring it to the brink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
to:
* ApocalypseCult: Star-spawn seed BeastOfBattle: In the creation modern day, aboleths use baomals as war beasts.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators ofsuch cults that prepare aboleths in the world distant past.
* MixAndMatchCritters: Giant sea turtles with two snake heads andbring it necks each.
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without thebrink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breatheusual penalties and can to automatically survive indefinitely in space.
beheadings by keeping one head.
*{{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body SeaMonster: Baomals are ravenous, aggressive marine predators well known for attacking ships and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final fewtearing them open to be eradicated, for the star-spawn have no interest in and feel no responsibility toward devour their pawns.
crews.
*OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawnVacuumMouth: They can influence victims via dreams and nightmares, seeding inhale tremendous amounts of water, drawing targets towards their jaws in the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.process.
* FoodChainOfEvil: According to ancient carvings, baomals were ravenous predators of
* MixAndMatchCritters: Giant sea turtles with two snake heads and
* MultipleHeadCase: Baomals have two heads, allowing them to strike twice per turn without the
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe
*
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few
*
* NightmareSequence: Star-spawn
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
Changed line(s) 2419,2420 (click to see context) from:
[[folder:Vazgorlu]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
Changed line(s) 2422,2427 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
->'''Size:''' Large
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
to:
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:'''Large
Arthropod monstrosities that lurkHuge
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom inpocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].the eventual future for any world they arrive on.
->'''Size:'''
Arthropod monstrosities that lurk
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
Added DiffLines:
* ApocalypseCult: Star-spawn seed the creation of such cults that prepare the world and bring it to the brink of destruction.
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
[[/folder]]
[[folder:Vazgorlu]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
->'''Level:''' 20
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
----
* BatmanCanBreatheInSpace: Star-spawn don't need to breathe and can survive indefinitely in space.
* {{Cthulhumanoid}}: Being quite obviously based on the TropeNamer, star-spawn have a humanoid body and a face full of tentacles.
* EvilIsNotAToy: The only reward for the {{Apocalypse Cult}}s that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
* OmnicidalManiac: Star-spawn wish to wipe planets clean of indigenous life.
* NightmareSequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
* WingedHumanoid: Scaly, membranous wings on a mockery of human shape.
[[/folder]]
[[folder:Vazgorlu]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png]]
->'''Level:''' 20
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in ''Age of Ashes: Broken Promises'', or online [[http://2e.aonprd.com/Monsters.aspx?ID=493 here]].
----
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Changed line(s) 638,639 (click to see context) from:
* CriticalStatusBuff: When reduced to 0 HP, the fear of death agitates the skinskitter, precipitating a
sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.
sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.
to:
* CriticalStatusBuff: When reduced to 0 HP, the fear of death agitates the skinskitter, precipitating a
a sudden existential awakening of consciousness. Confronted by skinskitters' oddly childlike pleas, many recruits simply choose to leave the city watch.
[[quoteright:3050:https://static.tvtropes.org/pmwiki/pub/images/cobbleswarm.png]]
Changed line(s) 1433 (click to see context) from:
* DeathEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
to:
* DeathEqualsExplosion: DefeatEqualsExplosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
Added DiffLines:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/galvo.png]]
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/yithian.png]]