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This page is part of the character sheet for Pathfinder, covering non-playable Aberration creatures. For playable races, see Pathfinder Playable Races.

An all purpose category for creatures that don't belong to any natural ecosystem, even on another plane.

To see the tropes for aberrations in Starfinder, see Starfinder Aberrations.


    open/close all folders 

    In General 

Major Groups of Aberrations

    Alghollthu 
Impossibly ancient piscine beings, the alghollthus are one of the oldest race in existence, hailing perhaps from a previous incarnation of the multiverse. They are thoroughly inscrutable and were responsible for backing the Azlanti rise to power (and subsequently summoning a cataclysm in the form of the Earthfall when the humans forgot their place). The most common subspecies are the alghollthu masters, also known as aboleths, but several other strains exist and form a complex, layered society.
  • Abusive Precursors: They didn't hesitate to try to wipe out a species for disobeying them.
  • The Ageless: Alghollthus rarely die of old age due to their ability to repair any genetic loss and rejuvenate their physical bodies.
  • Animalistic Abomination: They look like big, tentacled fish. They are also an entire species of borderline-incomprehensible Eldritch Abominations.
  • Biomanipulation: Alghollthus naturally secrete a slime that can be used to cause physiological changes in both the alghollthus themselves and other creatures, or to serve as a substrate for more fine-tuned genetic engineering. They have historically made prolific use of this, shaping themselves into a variety of specialized forms and transforming other creatures into a variety of servants, soldiers and guardian monsters.
  • Body Horror: Alghollthus can inflict mutations on other creatures that force them to be aquatic, making them more suitable slaves and less able to escape as dry land becomes lethal to them.
  • Control Freak: According to the alghollthus' First Dictum, all other life exists to be controlled.
  • Even Evil Has Standards: According to the second dictum of the alghollthu people, an alghollthu is to control and they do not tolerate slavery of their own kind. Members of the Fifth Dictum, a group of veiled masters that secretly bred a race of alghollthu slaves known as enisysians, rightfully fear that, if their existence is revealed, their kind would quickly turn against them.
  • Eviler than Thou: The alghollthus showed the serpentfolk exactly what they thought of upstarts like them.
  • Evil Versus Evil: They've been enemies of the krakens for as long as the two species have been aware of each other — they're both obsessed with obtaining sole rule and control over all other species, especially sea-based ones, which has resulted in numerous violent conflicts between the two factions of sea monsters throughout their long histories.
  • Genetic Memory: They possess one that stretches back farther than even the gods can comprehend.
  • Hoist by His Own Petard: The Earthfall turned out to be much more devastating than they expected, and ended up wrecking their empire along with the Azlanti's.
  • Illegal Religion: 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.
  • Maker of Monsters: Their belief that other forms of life exist for them to control for their own benefit, combined with their considerable skill in shaping living flesh, has led to them breeding numerous types of monsters as servants, soldiers and agents. The cloakers and the shapeshifting mimics and faceless stalkers were created as various flavors of infiltrators, spies and saboteurs, the immense deep walkers as guardians and the fishlike skum as expendable slave soldiers. As alghollthu influence receded or individual creations ceased to be of use, many of these creatures were left to their fates and continue to roam the world, acting on ingrained drives to infiltrate and sow discord or reverting to bestiality and barbarism.
  • Manipulative Bastard: Alghollthus are very firmly of the belief that all other living things exist for their benefit, and that it is the proper order of things for them to manipulate, shape, breed and eradicate them to suit the alghollthus' needs.
  • Nay-Theist: Alghollthus do not recognise the divine as the source of life. Because they are among the universe's firstborn and existed long before mortal life first experienced religious faith, alghollthus view deities merely as extradimensional trespassers come to plunder resources and conquer mortal societies. They acknowledge gods' power but have no religious awe for them and believe that a sufficiently evolved alghollthu could be just as powerful.
  • Organic Technology: They can mutate just about any lifeform to suit their needs.
  • Underwater City: Alghollthus dwell in grotesque cities in the depths of the sea.
  • Where I Was Born and Razed: The algollthus fled and destroyed their own homeworld when their slave races rebelled against them.
  • You Have Outlived Your Usefulness: While they did help humans rise out of barbarism and make the empire of Azlant, it was done entirely for self-serving reasons. And once the humans proved too difficult to control, they called down Earthfall to destroy Azlant.

Enisysian

Level: 4
Alignment: Lawful Evil
Size: Small

A sub-breed of alghollthu whose very existence is a secret to all but a small group of veiled masters. They serve as symbiotes to their veiled master creators, granting them greater strength in mental attacks and the ability influence other alghollthu in exchange for protection.


  • Slave Race: Enisysians have been bred to be subservient to their masters for thousands of years.

Thalassic Architect

Level: 10
Alignment: Lawful Evil
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.


Plizeazoth

Level: 12
Alignment: Neutral Evil
Size: Huge

Living psionic weapons platforms, plizeazoths shatter the minds of other species in order to shape them into more suitable slaves.


  • Dumb Muscle: The plizeazoth are a strong and brutish alghollthu subspecies that rely more on their primal instincts than intelligence.
  • Extra Eyes: A plizeazoth has five ruby-red eyes, each capable of moving on its own.
  • Henchmen Race: Many plizeazoths do not comprehend the true power they have, long ago bred into a life of subservience to the veiled masters.
  • Laser-Guided Amnesia: Even their victims recall only their pain and suffering, with at best foggy recollections of their tormentors; the emotional and psychic scars left on their minds scour away all memory of the plizeazoths.
  • Mind Rape: Plizeazoths use an array of pain and reward techniques that cause the victim to dissociate from reality and become receptive to alghollthus' commands.
  • Torture Technician: The first plizeazoths were bred for the purpose of dealing pain to humanoid victims. They are skilled at using emotion, hallucination, and pain to their advantage.

Veiled Master (Vidileth)

https://static.tvtropes.org/pmwiki/pub/images/alghollthu_veiledmaster.png
Level: 14
Alignment: Lawful Evil
Size: Large

The closest thing to a ruling caste in alghollthu society. In the modern day they scheme and plot to reclaim the world they perceive as rightfully theirs.


  • Charm Person: Shows up on their standard sorcerer spell list, because God knows these things didn't have enough mind control abilities already.
  • The Chessmaster: Villainous masterminds even by the standards of other alghollthu.
  • Extra Eyes: Six total.
  • Fusion Dance: The first veiled masters were created when a group of ancient alghollthu masters fused themselves into a gestalt entity provided with greater intelligence and magical power.
  • Human Disguise: Can take any Small or Medium form, but typically masquerade as humanoids because those are the people they're best at manipulating.
  • Laser-Guided Amnesia: They can drain memories with a bite.
  • The Man Behind the Man: Behind Azlant, behind many of the alghollthu. They're not the overlords of the alghollthu, but they hold a key position in the power structure.
  • Manchurian Agent: Even freeing someone from veiled master domination isn't a guarantee that they'll be safe — their delayed suggestion ability means that as soon as someone is freed, they'll be hit by a suggestion effect.
  • Mind Manipulation: They can't just use mind-control effects, they can spam them — dominate person and hypnotic pattern at will, three uses of mass suggestion and dominate monster per day, and that's not counting their sorcerer spells.

Omnipath

Level: 18
Alignment: Lawful Evil
Size: Gargantuan

Living communication hubs capable of forming complex telepathic networks to transmit information and orders.


  • Demonic Possession: Omnipaths can possess their victims and ride within them to watch the surface world.
  • Knowledge Broker: Omnipaths serve as information hubs between the alghollthu. Using their special ability to establish a network of minds throughout the Darklands and oceans, omnipaths allow other alghollthu and their mind slaves to orchestrate their nefarious plans.
  • Nested Mouths: An omnipath has three teeth-filled jaws nestled within each other. If you're unlucky, you'll get bitten by all three in quick succession.
  • Photographic Memory: Omnipaths possess a keen intellect and recall everything they (and those within the mesh) experience.
  • Psychic Link: Omnipaths can establish a network of minds and communicate with all creatures in its telepathic mesh simultaneously. An omnipath can use the senses of all creatures within its mesh, and any creature that would harm one of the creatures in the mesh immediately becomes known to all other beings the omnipath is mentally linked to.
  • Psychic Powers: Omnipaths' primary powers are in their minds, and they pursue psychic magic.

    Dominion of the Black 
A spaceborn empire whose motivations are as inscrutable as their actions are horrifying.

Check the Shipmind and Vespergaunt under Oozes, as they are also Dominion-aligned organisms.


  • Evil Versus Evil: The Dominion does not like the Great Old Ones, and they're likewise been in conflict with the mi-go for millennia or more.
  • Living Ship: The Dominion's ships tend to be vast, horrific living things in their own right — their hulks don't corrode so much as rot.
  • Omnicidal Maniac: As far as anyone can tell, the Dominion views the concept of annihilation as a sacred process, returning all that is to the Dark Tapestry (read here: empty space).
  • Organic Technology: 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 jah-tohl in particular are masters of it.
  • Starfish Aliens: None of them are even remotely humanoid.

Lunarma

Level: 6
Alignment: True Neutral
Size: Medium

Crab-like creatures from space that can eat nearly anything.


  • Death from Above: Lunarmas attack by dropping on prey from above and grabbing it with their limbs.
  • Spawn Broodling: A lunarma can lay eggs in a helpless creature. The eggs feed on the host before hatching after 24 hours.

Rhu-chalik

https://static.tvtropes.org/pmwiki/pub/images/rhuchalik.png
Level: 6
Alignment: Chaotic Evil
Size: Small

The Dominion's scouts, capable of collecting and transmitting memories.


  • Agony Beam: A rhu-chalik secretes an enzyme that coats its tendrils and causes excruciating pain when coming in contact with a living creature.
  • Emotion Eater: Rhu-chaliks lack mouths and digestive systems. Instead they gain sustenance from the thoughts and emotions of sentient beings, which doesn't harm the food source.

Ugothokra

Level: 7
Alignment: Chaotic Evil
Size: Small

  • Bioweapon Beast: Ugothokras are designed and grown in Dominion of the Black labs specifically to spread contagions through organic enemy ranks.
  • Flechette Storm: An ugothokra can fire bursts of calcified bone and horn from the vents along its abdomen.
  • No Biological Sex: Ugothokras are incapable of reproduction; the Dominion constructs them from organic and cybernetic components when needed.
  • Plague Master: An ugothokra's body is infested with numerous potent and highly infectious diseases engineered by the Dominion. It can transmit random infections by contact with its blood, or via its flechette spray.

Xoarian

https://static.tvtropes.org/pmwiki/pub/images/intellectdevourer.png
Level: 8 (xoarian), 10 (egophage)
Alignment: Chaotic Evil
Size: Small
Weird beasts that resemble giant brains with tentacles, xoarians are cunning psychic ambush predators who utterly consume their target's mind and then pilot around the Empty Shell to search for more prey.
  • Alternate Company Equivalent: Xoarians are a reimagined version of the classic Dungeons & Dragons intellect devourer, and also serve as the replacement for D&D's non-OGL mind flayers, being alien monsters that eat brains and enslave people.
  • Art Evolution: In the Remaster, the xoarian's lion legs were replaced by tentacles, to distinguish them from the classic D&D intellect devourer.
  • Brain Monster: A xoarian is a brain with five tentacles.
  • Named After Their Planet: Horrifically justified, xoarians were created by the living planer Xoar to defend itself. As they killed and ate Xoar, they are the only things living that are left of it.
  • Kill and Replace: After devouring the brains of their victims, they physically crawl into the newly empty space and take over the body for themselves.
  • Psychic Powers: They're telepathic.
  • Sense Freak: They're incapable of emotion or physical pleasure in their own bodies, so they indulge grotesquely while wearing another.
  • Stupidity-Inducing Attack: They like to confuse their enemies.
  • Turned Against Their Masters: They were created by a living planetoid to protect it against external threats, including the creatures that had settled on it over time. The 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.

Jah-tohl

https://static.tvtropes.org/pmwiki/pub/images/braincollector.png
Level: 8
Alignment: Chaotic Evil
Size: Large

One of the most prominent representatives of the collective of alien, flesh molded species known as the Dominion of the Black, mind snatchers, known more properly as the jah-tohl, are living supercomputers who, as their common name suggests, harvest the brains of sentient beings to augment their own.


  • Adaptation Name Change: Their common and true names were changed from brain collector and neh-thalggu (as was the case in Dungeons & Dragons) to mind snatcher and jah-tohl in the Remaster.
  • Alien Invasion: Not yet, but ones encountered on Golarion are agents of the Dominion prepping for a possible one if that becomes necessary.
  • And I Must Scream: The brains are still conscious and think independently. The collectors don't care.
  • Brain Theft: Mind snatchers can 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. The captured brains are still alive and aware through this process; the jah-tohl don't care. Old and powerful jah-tohls can absorb their stored brains to transform into larger, stronger yah-thelgaads.
  • Scary Scorpions: A mind snatcher's form evokes an oversized, tailless scorpion.

Yangethe

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_yangethe.PNG
Level: 9
Alignment: Chaotic Evil
Size: Large

  • Combat Tentacles: Yangethes have six tentacles which they use to feed on a helpless creature's emotions.
  • People Farms: On some planets, yangethes keep farms of victims and feed on their emotions.
  • Recurring Dreams: Each time a creature fed upon by a yangethe attempts to sleep, it suffers nightmares wherein this experience takes on greater and greater levels of horror.

Chyzaedu

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chyzaedu.PNG
Level: 10
Alignment: Chaotic Evil
Size: Gargantuan

  • Power of the Void: While this is noted to be a "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.

Gosreg

https://static.tvtropes.org/pmwiki/pub/images/gosreg.png
Level: 11
Alignment: Chaotic Evil
Size: Medium

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.


  • Creepily Long Arms: In their true form, gosregs' gangly arms give them a jerky gallop.
  • Human Disguise: Gosregs take on the appearances of humanoids to infiltrate societies and foster the goals of the Dominion.

Yah-Thelgaad

Level: 14
Alignment: Chaotic Evil
Size: Large

A neh-thalggu that's grown old enough and absorbed enough memories undergoes a metamorphosis into a yah-thelgaad.


  • Brain Theft: Like their younger forms, they can steal other creatures' brains and wire them into their own nervous systems for extra processing power. They can only store six brains at a time, but unlike neh-thalggus they can collect the brains of non-humanoid organisms as well.
  • Took a Level in Badass: A sufficiently old brain collector who's absorbed enough thoughts will metamorphosize into a scorpion-like yah-thelgaad, exchanging one of their seven brain containers for even greater intelligence, a larger and better set of attacks, and the power to control disease.

    Fleshwarp 
Alignment: Chaotic Evil

When a creature is subjected to large-scale fleshwarping, they become a kind of hideous monster depending on their species.


  • Body Horror: Fleshwarps are creatures mutated so far from their original forms they're no longer considered even the same creature type.
  • Tortured Monster: All of the Fleshwarps live miserable, tormented existences. Most sane people in-universe consider creating a fleshwarp to be a Moral Event Horizon.

Grothlut

https://static.tvtropes.org/pmwiki/pub/images/fleshwarp_grothlut.png
Level: 3
Size: Medium

Slug-like and incredibly stupid creatures resulting from fleshwarped humans.


  • Dumb Muscle: Grothluts lose almost all of their intelligence during the fleshwarping process. 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.

Dreshkan

https://static.tvtropes.org/pmwiki/pub/images/fleshwarp_dreshkan.png
Level: 4
Size: Medium

  • Cyborg: Creating a dreshkan involves replacing a morlock's bones with a metal skeleton, which is often heavily augmented. In gameplay terms, dreshkans are classified as both aberrations and constructs.
  • Flechette Storm: A dreshkan can spray needles at as many creatures as it would like in a cone.

Oronci

Level: 5
Size: Large

  • Our Centaurs Are Different: An oronci keeps its original upper body, while its lower body mutates to that of a centipede.
  • Poisonous Person: The fleshwarping process causes an orc to grow poison ducts that constantly drip poisonous spittle.

Drider

https://static.tvtropes.org/pmwiki/pub/images/fleshwarp_drider.png
Level: 6
Size: Large

Drow that have been magically fused with spiders through the process of drow fleshwarping.


  • Bizarre Sexual Dimorphism: Female driders' upper bodies look just like their drow bodies, and their lower bodies resemble black widows and other slender spiders. Males, however... their upper bodies are mostly normal, except for their faces — they have mandibles instead of mouths. Males' lower bodies also resemble bulkier, hairier tarantulas.
  • Cursed with Awesome: If they can escape their drow masters and claim their freedom, they get to enjoy an impressively powerful body.
  • Our Centaurs Are Different: A spider's lower body and a dark elf's torso and head (with the head having strongly arachnid features in the males).
  • Spider People: Females are a fairly standard take on this trope, being centaurine beings with a humanoid drow body above a spider's lower body. Males are spiderlike in their upper bodies too, however: their faces are distinctly arachnoid, with spider mandibles and multiple eyes. They're also an artificial race made by fusing a drow and a spider, although unlike other fleshwarps they can breed true, and have established self-sustaining populations in the Darklands.
  • Superhuman Trafficking: Many driders are created from drow as a punishment — earned or not, drow being drow — and promptly enslaved.

Halsora

Level: 7
Size: Small

  • Acid Attack: A halsora’s sunken eyes have oversized tear ducts that weep a constant stream of black, acidic tears, which can be flicked at enemies.

Mulventok

https://static.tvtropes.org/pmwiki/pub/images/fleshwarp_mulventok.png
Level: 7
Size: Medium

  • Cast from Lifespan: Mulventoks don't live long; within weeks or at most months, their hyperdeveloped muscles split open their toughened skin, and they erupt in a shower of gore.

Irnakurse

https://static.tvtropes.org/pmwiki/pub/images/fleshwarp_irnakurse.png
Level: 9
Size: Large

Fleshwarped elves who resemble trees made of flesh and bone.


  • Combat Tentacles: The irnakurse's body is set above a wave of muscular tendrils, which can lash at foes.
  • Mind Rape: A non-evil creature hit by an irnakurse's tentacle is overwhelmed with corrupted images of a ruined life.

Ghonhatine

https://static.tvtropes.org/pmwiki/pub/images/fleshwarp_ghonhatine.png
Level: 10
Size: Large

When xulgaths are fleshwarped they become savage reptilian creatures, possibly regressing to a previous step in their evolutionary ladder.


  • Running on All Fours: Ghonhatines can walk on two legs, but prefer to crawl on all fours.
  • Super Spit: A ghonhatine's vomit carries the fleshgout disease, which can cause flesh to develop painful boils that eventually slough away, leaving gaping wounds.

    The Hive 
Level: 5 (larva swarm, warrior), 8 (brute), 10 (queen)
Alignment: True Neutral (larva swarm), Neutral Evil (warrior, brute, queen)
Size: Diminutive (larva swarm), medium (warrior), large (brute), huge (queen)

Extraterrestrial monsters concerned only with consumption and expansion.


  • Monstrous Mandibles: A hive warrior's Rending Mandibles ability adds extra damage to their bite attacks equal to the target's armor.
  • No-Sell: They're all immune to acid.
  • Super Spit: Warriors can spit globs of acid that cling to foes and eat away at them for several rounds.
  • Xenomorph Xerox: Warriors are the most obvious case of this out of all the hive creatures. They hit all of the appearance stereotypes with some extra Tyranid aesthetics, spit acid, and hunt prey from the shadows rather than attacking directly.

    Tanggal 
Alignment: Chaotic Evil
Size: Medium

  • Detachable Lower Half: All tanggals separate from their body in some form. The penanggalan and balan-balan split from the neck; the manananggal from the waist.
  • Human Disguise: 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

https://static.tvtropes.org/pmwiki/pub/images/penanggalen.png
Level: 5

  • Child Eater: Penanggalans have an evil hunger for the blood and entrails of the young.
  • The Heartless: Becoming a penanggalan requires casting aside love, kindness, empathy, and all feelings besides cruelty and malice.
  • Older Than They Look: Penanggalans retain their youthful appearance throughout their lives, but still die of old age.
  • Overly-Long Tongue: The penanggalan's tongue can extend to a length of 10 feet, the membrane stretching and becoming translucent.

Manananggal

https://static.tvtropes.org/pmwiki/pub/images/manananggal.png
Level: 8

  • Overly-Long Tongue: Manananggals use their long, hollow tongues to drain victims' blood from vital organs.
  • Supernatural Repellent: Manananggals abhor the merest scent of vinegar.
  • Vampiric Draining: Manananggals use their long, hollow tongues to drain victims' blood from vital organs such as the liver.

    Will-o'-Wisp 
Alignment: Chaotic Evil
Size: Small

  • Emotion Eater: 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.
  • Invisible Monsters: Will-o'-wisps can extinguish their illumination entirely to become invisible.
  • Will-o'-the-Wisp: 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

https://static.tvtropes.org/pmwiki/pub/images/wisp_flickerwisp.png
Level: 2

  • Delirious Misidentification: 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

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.


  • Magic Eater: Unlike their cousins, spellvoids do not feed on fear, but on the magic lodged in the minds of their victims.
  • Playing with Fire: Dune candles attack with fire instead of electricity, and delight in setting victims ablaze.
  • Underground Monkey: Will-o'-the-deeps, the aquatic variation of will-o'-wisps, dwell within oceans and terrestrial lakes.
  • With Catlike Tread: 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

https://static.tvtropes.org/pmwiki/pub/images/wisp_voidglutton.png
Level: 8

  • Extra Eyes: A voidglutton appears as a seething sphere of glowing eyes swirling around an empty black vortex.

Dread Wisp

https://static.tvtropes.org/pmwiki/pub/images/wisp_dreadwisp.png
Level: 9

  • Supernatural Fear Inducer: Dread wisps can instil terror with their own flickering and subsequently feed on the fear they created.

Other Aberrations

Templates

    Black-Blooded 
Level Adjustment: + 1
Alignment: Chaotic Evil

Creatures corrupted by the Black Blood from the Vault of Orv.


  • Alien Blood: Black-blooded creatures constantly leak and spray bursts of freezing black blood.
  • Breath Weapon: A black-blooded creature can breathe a cone of black blood.
  • Toxic Phlebotinum: The black blood is antithetical to all life, and slowly kill creatures that it mutates.

    Child of Yog-Sothoth 
Level Adjustment: + 1
Alignment: Chaotic Neutral
Size: Large

  • Evil Sorcerer: Children of Yog-Sothoth typically take levels in spellcasting classes, usually sorcerer or oracle.
  • Half-Human Hybrid: A humanoid mother and an Outer God father.
  • Humanoid Abomination: 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.
  • Hybrid Monster: Children of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
  • Public Domain Character: They're lifted wholesale from Wilbur Whateley in The Dunwich Horror.

    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.


    Runewarped 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_runewarped_goblin.PNG
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.
  • Magic Eater: 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.

Varying Level

    Contemplative 
Level: Varies
Alignment: Any
Size: Medium

  • My Brain Is Big: 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.
  • Psychic Powers: Enlightened contemplatives delve into the esoteric and gain psychic powers.

Level 0

    Chon Chon 
Level: 0 (individual), 3 (swarm)
Alignment: Chaotic Neutral
Size: Tiny

Severed heads that fly on wing-like ears.


  • Acid Attack: 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.

    Grindylow 
Level: 0
Alignment: Chaotic Evil
Size: Small
A grindylow is what you'd get if you made a mermaid out of a goblin and an octopus.
  • Large and in Charge: Those few grindylows who keep growing throughout their lives often become champions of their schools.
  • Unscaled Merfolk: A grindylow resembles a goblin from the waist up and a greasy octopus below.

    Noppera-bo 
Level: 0
Alignment: Chaotic Evil
Size: Medium

  • The Blank: 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.
  • Face Stealer: 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.
  • Human Disguise: 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.
  • Was Once a Man: 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.

    Sagari 
Level: 0
Alignment: Neutral Evil
Size: Tiny

Niche predators who drop onto prey from above.


  • Combat Tentacles: 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.
  • Death from Above: Sagaris hang upside-down from tree branches and swoop down to attack unsuspecting travellers.

    Wizard's Shackle 
Level: 0
Alignment: True Neutral
Size: Tiny

Eel-like parasites that desperately seek spellcasting hosts.


  • Lamprey Mouth: The wizard's shackle's large, circular mouth is full of tiny teeth.
  • Puppeteer Parasite: Once it establishes physical contact with a spellcasting creature, a wizard's shackle attempts to dominate its host.

Level 1

    Akaname 
Level: 1
Alignment: True Neutral
Size: Small

Pests who feed on grime and filth.


  • Overly-Long Tongue: 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.
  • Wall Crawl: An akaname's fingers and toes are broad like those of a house gecko, allowing it to cling to nearly any surface.

    Akata 
https://static.tvtropes.org/pmwiki/pub/images/akata_starfinder.jpg
Level: 1
Alignment: True Neutral
Size: Medium

Predators from the ruined Diaspora, falling to Golarion amid meteor showers.


  • Spawn Broodling: 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.

    Bogwiggle 
Level: 1
Alignment: Chaotic Evil
Size: Medium

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.


  • Poisonous Person: Some bogwiggles raised in toxic pools of water develop their own poison glands.
  • To Serve Man: Bogwiggles have a particular taste for humanoid flesh.

    Dossenus 
Level: 1
Alignment: True Neutral
Size: Small

Subterranean pack hunters who bring down prey through numbers.


  • Super Drowning Skills: 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.
  • Zerg Rush: Their favored and pretty much only tactic.

    Fleshdreg 
Level: 1 (individual), 2 (swarm)
Alignment: Neutral Evil
Size: Small (individual), Tiny (swarm)

Incomplete sinspawn who serve their fully formed brethren as attack dogs.


  • The Ageless: Fleshdregs do not age after being created, and only die when killed.

    Fleshforged Skinskitter 
Level: 1
Alignment: Chaotic Neutral
Size: Small

  • The Assimilator: Skinskitters scavenge the sewers of Ecanus for leavings of fleshy waste, in which they drape themselves.
  • Critical Status Buff: 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.

    Goblin Snake 
https://static.tvtropes.org/pmwiki/pub/images/goblin_snake.png
Level: 1
Alignment: Chaotic Evil
Size: Small

Serpents with goblinoid intelligence and attitude.


  • The Beastmaster: 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.
  • Our Goblins Are Different: 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.
  • Snake People: 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.
  • You Need a Breath Mint: 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.

    Reefclaw 
Level: 1
Alignment: Chaotic Neutral
Size: Small

High-end aquatic predators that fill the ecological niche of sharks in many regions.


Level 2

    Bog Strider 
Level: 2
Alignment: True Neutral
Size: Medium

  • Big Creepy-Crawlies: They resemble upright water striders that stand 5 feet tall and weigh approximately 150 pounds.
  • Walk on Water: Bog striders can move about on water like solid ground.

    Cobble Mite 
https://static.tvtropes.org/pmwiki/pub/images/cobbleswarm.png
Level: 2 (cobbleswarm), 19 (sturzstromer)
Alignment: True Neutral
Size: Large (cobbleswarm), Huge (sturzstromer)

  • Eat Dirt, Cheap: Cobble mites living in cities consume the rocks caught in the grooves of boots.
  • Rock Monster: Cobble mites resemble squarish stones a few inches across with mouths like split geodes.

    Ghelarn 
Level: 2
Alignment: True Neutral
Size: Large

  • Combat Tentacles: A ghelarn's tendrils slowly bleed away moisture from helpless victims, leaving behind dried husks and bones.

    Incutilis 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_incutilis_lord.PNG
Level: 2 (normal), 8 (lord)
Alignment: Lawful Evil (normal), Neutral Evil (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 here. The stats for an incutilis lord can be found in Plunder & Peril or online here.


  • Puppeteer Parasite: Incutilises move and fight by inserting their tentacles within the dead bodies of larger vertebrates and puppeteering them around.

    Pallid Wriggler Swarm 
Level: 2
Alignment: Neutral Evil
Size: Diminutive

    Shadowgarm 
Level: 2
Alignment: Neutral Evil
Size: Medium

  • Weakened by the Light: Although a shadowgarm is not particularly harmed by bright light, magical light causes it to grow slow and lethargic.

    Sinspawn 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sinspawn.PNG
Sinspawn coming from the runewell to attack mankind.
Level: 2 (normal, aquatic), 3 (aerial)
Alignment: Neutral Evil
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.


  • Airborne Mook: 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.
  • Always a Bigger Fish: 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.
  • Aquatic Mook: 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.
  • Axe-Crazy: 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.
  • Barbie Doll Anatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
  • Blood Magic: If a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
  • Brilliant, but Lazy: 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.
  • Elite Mooks: They were created as shock troops for Thassilonian forces.
  • Evil Is Sterile: 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.
  • Fat Bastard: Gluttonspawn, due to their habit of gorging themselves on anything they can get.
  • The Gambler: 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.
  • Human Resources: 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.
  • Immortality Inducer: 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.
  • Interplay of Sex and Violence: 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.
  • Last Stand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the deathnote . If it seems their runewell is threatened, however, sinspawn will fight to the last to protect it.
  • Man Bites Man: 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.
  • Monstrous Mandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
  • The Nose Knows: All sinspawn are driven by a specific sin and they can smell this sin in others.
  • Religious Bruiser: 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.
  • Seven Deadly Sins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
  • Sitcom Arch-Nemesis: 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.
  • Slave Race: Their whole purpose was as living weapons of war in Alaznist's armies.
  • Villain Team-Up: 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.
  • Villainous Breakdown: 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.
  • Villainous Virtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
  • Winged Humanoid: 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.
  • Worthless Yellow Rocks: 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.

    Smokeshade 
Level: 2
Alignment: Neutral Evil
Size: Tiny

  • Blob Monster: A smokeshade's body is made of a semi-solid black mist like thick foam.

Level 3

    Fungal Crawler 
Level: 3
Alignment: True Neutral
Size: Small

  • Big Creepy-Crawlies: Fungal crawlers appear as monstrous crickets or locusts fused with fungal growths.
  • Underground Monkey: Fungal crawlers are incredibly diverse and have adapted over millennia to fill every environment: subterranean rifts, underground lakes and volcanic networks.

    Merlucent 
Level: 3
Alignment: Chaotic Neutral
Size: Medium

  • Arch-Enemy: 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.
  • Power Copying: A merlucent has the natural ability to sniff out and replicate arcane spells cast by others.
  • Was Once a Man: 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.

    Scalescribe 
Level: 3
Alignment: True Neutral
Size: Tiny

  • Bond Creatures: 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.
  • The Pen Is Mightier: Scalescribes fight with fountain pens that can leave behind a toxic inkstain.

    Snallygaster 
Level: 3
Alignment: Chaotic Evil
Size: Medium

Strange creatures with a mix of traits from many creatures.


    Tixitog 
https://static.tvtropes.org/pmwiki/pub/images/tixitog.png
Level: 3
Alignment: Neutral Evil
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 here.


  • All Webbed Up: 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.
  • The Beast Master: 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.
  • Multipurpose Tongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
  • No-Sell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
  • Spider Limbs: 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.
  • The Symbiote: 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.

    Urhag 
Level: 3
Alignment: Neutral Evil
Size: Medium

Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.


  • Beware My Stinger Tail: An urhag's whip-thin tail ends in a slender stinger which can infect victims with the red plague.
  • Parasite Zombie: 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.

    Zuipnyrn 
Level: 3
Alignment: True Neutral
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.


  • Charm Person: A zuipnyrn can emit a hypnotic aura from its eye to entrance those around it.
  • Light 'em Up: The zuipnyrn's eye stalk can produce a blinding burst of light as a defensive measure.

Level 4

    Byakhee 
Level: 4
Alignment: Chaotic Evil
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 here.


  • Mix-and-Match Critters: 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.
  • Public Domain Character: They're lifted, mostly unchanged, from the Cthulhu Mythos.
  • Was Once a Man: 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.

    Cassomir Stray 
Level: 4
Alignment: Neutral Evil
Size: Small

  • Body of Bodies: The bodies of Cassomir strays are patchwork affairs, cobbled together from various captives and sustained by strange dero fluids.
  • Poisonous Person: An injured Cassomir stray can spray its fetid blood and bodily fluids from a wound, dousing enemies in hallucinogenic chemicals.

    Decapus 
Level: 4
Alignment: Chaotic Evil
Size: Medium

Intelligent ambush predators that prefer the taste of humanoid flesh.


  • Big Eater: The decapus has an enormous appetite that often drives it to consume whatever food is available.
  • I'm a Humanitarian: The decapus is not above cannibalism when other food sources are scarce.
  • Offing the Offspring: Male decapodes typically eat their own children if these are not guarded by the female.
  • Tentacled Terror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
  • To Serve Man: The decapus favors humanoid flesh over all other food.

    Dust Digger 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dust_digger.jpg
Level: 4
Alignment: True Neutral
Size: Large

Burrowing ambush predators that favor desert environments.


  • Antlion Monster: 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 the sarlaac.
  • No Biological Sex: Dust diggers are asexual and reproduce by budding.

    Faceless Stalker (Ugothol) 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_stalker.jpg
Level: 4
Alignment: Chaotic Evil
Size: Medium

Infiltrators created by the alghollthu long ago who've since slipped the leash and now wander free to pursue their own desires.


  • The Blank: In its natural form, a faceless stalker has no discernible facial features.

    Graul 
Level: 4
Alignment: True Neutral
Size: Large

  • Master of Illusion: Grauls have a natural talent for illusion and mimicry.
  • Tentacle Rope: A graul's lower tentacle can grab prey and pull it toward the graul itself.
  • Why Did It Have to Be Snakes?: 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.

    Heikegani 
Level: 4
Alignment: Neutral Evil
Size: Small

When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.


  • Was Once a Man: 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.

    Karumzek 
https://static.tvtropes.org/pmwiki/pub/images/karumzek.png
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Giant Spider: 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.

    Living Cave Painting 
Level: 4
Alignment: True Neutral
Size: Medium

Ancient guardians that haunt the dark places of the earth, hidden among the art of the most ancient peoples.


  • Living Drawing: Living cave paintings are prehistoric works of art animated by strange magic.

    Scalathrax 
https://static.tvtropes.org/pmwiki/pub/images/scalathrax.png
Level: 4
Alignment: Neutral Evil
Size: Medium

  • Made of Incendium: A scalathrax constantly sweats a slick, glistening, flammable oil.
  • Poisonous Person: The scalathrax's bite is venomous, and it can disgorge a gout of toxic oil from its mouth.

    Shanrigol 
Level: 4 (heap), 9 (behemoth)
Alignment: True Neutral
Size: Medium (heap), Gargantuan (behemoth)

  • Cannibalism Superpower: Shanrigol behemoths often gain abilities from their constituent creatures as they incorporate pieces of these creatures.
  • Non-Human Undead: Discarded remnants of aberrant flesh heaped together with a mixture of alchemical compounds or odious energy can quicken into an undead shanrigol.
  • Rubber Man: A shanrigol can separate its flesh from its bones to fit through small spaces.

    Shriezyx 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_shriezyx_queen.PNG
A shrieyx queen.
Level: 4 (normal), 8 (queen)
Alignment: Chaotic Evil
Size: Medium (normal), Large (queen)

Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.


  • Bioweapon Beast: 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.
  • Giant Spider: They resemble monstrous spiders three feet in height. Queens can reach a solid eight.
  • Hive Queen: 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.
  • Spider Swarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
  • You Have to Burn the Web: 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.

    Snowdrifter 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • Human Disguise: A snowdrifter can take the form of a person or animal to lure out its prey into the cold and dark.

    Swimming Eye Swarm 
Level: 4
Alignment: Neutral Evil
Size: Tiny

  • Cyclops: At the heart of each swimming eye is a disturbingly human-looking eyeball.
  • Suicide Attack: 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.

    Tentamort 
Level: 4
Alignment: True Neutral
Size: Medium

Tentacled ambush predators that rely on potent venom to bring down prey.


  • Combat Tentacles: 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.
  • I'm Melting!: Tentamort poison swiftly liquefies the prey's internal organs into a rancid slurry the tentamort can then drink with the same stinger.

Level 5

    Blightspawn 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blightspawn_aberration.png
Level: 5
Alignment: Chaotic Evil
Size: Medium

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 here.


  • Mosquito Miscreants: The blightspawn is an evil, human-sized, mosquito-like creature which serves Ghlaunder.

    Bogwid 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

Ancient beasts that look like what you'd get if you crossed a frog with an octopus.


  • Combat Tentacles: The bogwid attacks with two undulating tentacles, the bottoms of which are lined with ragged, bony ridges that can tear into exposed flesh.
  • Weaponized Offspring: 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.

    Brethedan 
Level: 5
Alignment: True Neutral
Size: Large

Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.


  • Adaptive Ability: Brethedans can adapt their bodies at will, gaining more powerful options as they mature.
  • Fusion Dance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
  • Living Gasbag: 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.
  • Named After Their Planet: 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.
  • Starfish Aliens: 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.

    Cuero 
Level: 5
Alignment: True Neutral
Size: Large

Blood-sucking predators who lurk in slow moving waterways and muddy lake shores.


  • Belly Mouth: The underside of the cuero features a large circular maw of fangs.

    Elder Thing 
Level: 5
Alignment: Lawful Neutral
Size: Medium

Bizarre extraterrestrial travelers who wage war against alghollthu, mi-go, the Dominion of the Black, and cults of the Outer Gods.


  • Fantastic Racism: 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.
  • Starfish Aliens: Their bodies are radial in nature, with five wings, five tentacle-like arms and five eyestalks.

    Fachen 
Level: 5
Alignment: Neutral Evil
Size: Medium

Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.


  • More Teeth than the Osmond Family: The fachen's mouth is a snarling and snapping thing filled with two full rows of long, sharp teeth.
  • To Serve Man: Fachens prefer humanoid flesh over all other food, and will pass by a pasture full of cattle to hunt a single humanoid.

    Gibtas 
Level: 5 (bounder), 6 (spawn swarm), 8 (gibtanius)
Alignment: Chaotic Neutral
Size: Small (bounder), Large (spawn swarm, gibtanius)

  • Acid Attack: A gibtanius can attack by vomiting a stream of acid.
  • In a Single Bound: A full-grown gibtas uses its powerful legs and rubbery body to bound great distances.
  • Waddling Head: The gibtas' body consists of an acid-dripping mouth, five bulbous black eyes and two powerful, gangly legs.

    Scrapborn 
Level: 5
Alignment: Neutral Evil
Size: Medium

  • Improvised Armour: Scrapborn secrete an adhesive that allows them to gather up debris and attach it to their bodies for protection.
  • Monster Knight: 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.

Level 6

    Grimslake 
https://static.tvtropes.org/pmwiki/pub/images/grimslake.png
Level: 6
Alignment: Chaotic Evil
Size: Large

Scavengers from the Outer Rifts who feed from battlefields and mass graves.


  • Eaten Alive: Grimslakes take particular delight in the sound of screams as they feed.
  • Food Chain of Evil: On the Outer Rifts, grimslakes often hunt lesser demons.

    Rorkoun 
Level: 6
Alignment: Neutral Evil
Size: Huge

Wormlike hunters of waterways.


  • Too Many Mouths: The head of a rorkoun branches into four mouthparts set on throat-like stalks.

    Seugathi 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_seugathi.PNG
Level: 6 (normal), 8 (savant)
Alignment: Chaotic Evil
Size: Large

Spawned servants of neothelids who follow their orders without hesitation.


  • Abstract Eater: Of sanity; they eat the rational thoughts of others, driving them insane with unleashed hallucinations (though it is possible to recover).
  • Elite Mooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
  • Monstrous Cannibalism: 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.
  • Right-Hand Cat: Weirdly, they seem to find the eel-like olaggi cute, and keep large schools of them for the companionship.
  • Servant Race: To neothelids, their creators, who use them as more disposable agents then themselves.
  • Worthless Yellow Rocks: Seugathi rarely value material things beyond their usefulness in completing their imprinted mission.

    Skrik Nettle 
Level: 6
Alignment: True Neutral
Size: Large

  • Flying Seafood Special: Skrik nettles are bizarre-looking flying creatures that resemble large jellyfishes.
  • I Fell for Hours: 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.

    Slime Puppeteer (Ungothol) 
Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • Human Disguise: Under the guise of humanoids, slime puppeteers infiltrate humanoid settlements and telepathically send back information to their masters.
  • Kill and Replace: 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.

    Star Vampire 
Level: 6
Alignment: Chaotic Evil
Size: Large

Hunters of the void that feed on blood.


  • The Ageless: Star vampires are biologically immortal and live forever until killed.
  • Combat Tentacles: A star vampire can lacerate enemies with three tentacles tipped with talons.
  • Invisible Monsters: Star vampires are naturally invisible, but can be seen when they start feeding on blood.

    Telgrodradt 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_telgrodradt.jpg
Level: 6
Alignment: Neutral Evil
Size: Large

Aberrations with an innate connection to necromantic energies.


  • Eye Beams: A telgrodradt can fire a sickly purple beam of negative energy from its eyes.
  • Food Chain of Evil: 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.

    Wamp 
Level: 6
Alignment: Chaotic Evil
Size: Medium

Creatures from the Dreamlands that feed on undead flesh.


  • Eyeless Face: A wamp lacks eyes and 'sees' through its blindsight ability.
  • Food Chain of Evil: Wamps dwell in graveyards, where they could easily hunt their preferred food: undead creatures.

    Zecui 
Level: 6
Size: Medium

  • Alternate Company Equivalent: Their physical appearance, level/CR and parasitoidal life cycle make them a clear replacement for the Dungeons & Dragons 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.
  • Chest Burster: 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.
  • I'm a Humanitarian: During lean times, zecui adults sate their hunger by the hosts of their own larvae.
  • Multi-Armed and Dangerous: Zecuis have four arms each.
  • Puppeteer Parasite: Once a zecui larva has gestated long enough, it can take control of its host.

Level 7

    Aatheriexa 
Level: 7
Alignment: Neutral Evil
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.


  • Extra Eyes: An aatheriexa has an eye at the end of every of its innumerable tentacles.
  • Poisonous Person: An aatheriexa's tentacles secrete a toxin that causes flesh to slough off the bone.

    Capramace 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_capramace.jpg
Level: 7
Alignment: True Neutral
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 here.


  • Fauns and Satyrs: Capramaces are apparently the result of some magical combination between human and goat.

    Geomaw 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_geomaw.png
Level: 7
Alignment: Neutral Evil
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 here.


  • That's No Moon: When lying motionless with its mouth open, a geomaw looks like no more than a natural crystal formation.

    Mothman 
https://static.tvtropes.org/pmwiki/pub/images/mothman_pathfinder.PNG
Level: 7 (normal), 12 (elder)
Alignment: Chaotic Neutral
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.


  • Above Good and Evil: They don't care about morality or emotions, just that fate comes to pass regardless of the repercussions for other creatures or even themselves.
  • Abstract Eater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
  • Black Box: 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.
  • Chekhov's Gun: 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.
  • The Chessmaster: 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.
  • Compelling Voice: 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.
  • Dark Is Not Evil: 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.
  • Death Ray: 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.
  • Discard and Draw: 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.
  • Glowing Eyes of Doom: 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.
  • God Guise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
  • Good Wings, Evil Wings: 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.
  • Hell Is That Noise: 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.
  • In-Series Nickname: Old elven works call them the Heralds of Doom.
  • I Work Alone: 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.
  • Large and in Charge: Mothman elders are a full size category bigger than typical mothmen.
  • Laser-Guided Amnesia: They can cast 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.
  • Man Behind the Man: 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.
  • Monster Lord: 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.
  • The Mothman: 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.
  • Multiple-Choice Past: 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 for shits and giggles.
  • Never Ending Terror: 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.
  • New Powers as the Plot Demands: 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.
  • No Body Left Behind: 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.
  • Our Cryptids Are More Mysterious: 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.
  • This Was His True Form: 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.
  • Time Abyss: 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.
  • Soul Jar: 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.
  • The Spook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
  • The Voiceless: 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.
  • You Can't Fight Fate: All too often, there's nothing anyone can do to foil their machinations.
  • Your Mind Makes It Real: 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.

    Narrik 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_narrik_aberration.PNG
Level: 7
Alignment: Chaotic Evil
Size: Medium

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 here.


  • Defeat Equals Explosion: When a narrik dies, its internal alchemy begins a violent chain reaction that ends with the corpse exploding, spraying nearby creatures with narrik venom.
  • Extra Eyes: A narrik has a cluster of eyespots atop its body, although it is nearly blind.
  • Poisonous Person: A narrik naturally produce a cocktail of potent venom and hallucinogenic pheromones.

    Occulari 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_occulari_aberration.PNG
Level: 7
Alignment: Chaotic Evil
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 here.


  • Eye Scream: 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.
  • Seeing Through Another's Eyes: After replacing a victim's eyes with its own, an occulari can see through these new eyes at will.

Level 8

    Azgenzak 
Level: 8
Alignment: Neutral Evil
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.


  • Blob Monster: An azgenzak is an undulating, amorphous sac that can pass over, around and between obstacles that might block a more solid creature.
  • Cast from Hit Points: An azgenzak takes damage when disgorging a swarm of pyrocules.
  • Eye Scream: 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.
  • Eyes Do Not Belong There: The inside of an azgenzak is filled with innumerable, lidless eyeballs of every size, shape and colour.

    Bhanyada 
https://static.tvtropes.org/pmwiki/pub/images/bhanyada_scavenger.png
Level: 8 (scavenger), 11 (swarm), 12 (behemoth)
Alignment: Neutral Evil
Size: Small (scavenger), Large (swarm), Huge (behemoth)

  • Departure Means Death: Created by the magic of the Ghantibhu Pits beneath the Open Bridge, bhanyadas taken away from that region quickly decay into a repulsive slurry.
  • Extra Eyes: 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.
  • Multi-Armed and Dangerous: Bhanyada behemoths usually have at least four thick arms ending in meaty fists.

    Chelarac 
Level: 8 (adult), 2 (broodling)
Alignment: Neutral Evil
Size: Large (adult), Small (broodling)

  • Beast with a Human Face: The chelarac appears to be an enormous spider with a humanlike head.
  • Giant Spider: The chelarac is a spider-like creature that stands 7 feet tall, has a leg span of 10 feet, and weighs over 800 pounds.
  • Ingesting Knowledge: 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.
  • Smashed Eggs Hatching: If a chelarac takes damage that causes one of the blisters on its abdomen to pop, a chelarac broodling is released.

    Dimensional Shambler 
https://static.tvtropes.org/pmwiki/pub/images/dimensional_shambler_pathfinder.jpg
Level: 8
Alignment: Chaotic Evil
Size: Medium

Planar wanderers driven to explore the Great Beyond.


  • The Ageless: 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.
  • Ambiguous Situation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
  • Dragged Off to Hell: 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.
  • Drunken Master: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
  • Eating Optional: They have no need to eat or drink, which makes surviving in hostile planes easier.
  • Eyeless Face: All they seem to have is a mouth.
  • Humanoid Abomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
  • Lean and Mean: Skeletally thin and all too willing to drag you to Hell and leave you there.
  • Required Secondary Powers: 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.
  • The Sleepless: Like many outsiders, they don't need to sleep.
  • Summon Magic: 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.
  • Teleport Spam: The can cast dimension door at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.

    Liavaran Dreamer 
Level: 8
Alignment: True Neutral
Size: Large

Feral relatives of the brethedans that are innately tied to magical ley lines.


  • Turns Red: 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.

    Fleshforged Conformer 
https://static.tvtropes.org/pmwiki/pub/images/fleshforgedconformer.png
Level: 8
Alignment: Chaotic Neutral
Size: Medium

  • Animate Body Parts: 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.
  • Voluntary Shapeshifting: 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.

    Hadrinnex 
Level: 8
Alignment: Neutral Evil
Size: Large

  • Dumb Muscle: Hadrinnexes have only a rudimentary intellect and usually serve intelligent aberrations as bodyguards or peons.

    Horla 
Level: 8
Alignment: Chaotic Evil
Size: Small

Natives of the Ethereal Plane who feed on hope.


  • Abstract Eater: 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.

    Iku-Turso 
Level: 8
Alignment: Neutral Evil
Size: Medium

Denizens of the deep sea who view disease as sacred.


  • Luring in Prey: 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.
  • The Virus: 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.

    K'nonna 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • To Serve Man: K'nonna are much less interested in talking than eating, and humanoids are their preferred food.
  • The Unintelligible: K'nonna are intelligent but difficult to communicate with, since they speak only in half words and hear only half of what anyone says.

    Muckish Creep 
Level: 8
Alignment: Neutral Evil
Size: Medium

  • Super-Persistent Predator: 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.
  • Vampiric Draining: Muckish creeps feed on the blood of the living, and use this blood to keep their own forms moist and malleable.

    Weaverworm 
Level: 8
Alignment: Neutral Evil
Size: Huge

Children of Urgathoa who combine the features of worms, insects, and people.


  • 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.

Level 9

    Blood Painter 
Level: 9
Alignment: Neutral Evil
Size: Large

  • Wicked Cultured: 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.

    Dhuthorex 
https://static.tvtropes.org/pmwiki/pub/images/dhuthorex.png
Level: 9 (deepwater dhuthorex), 11 (dread dhuthorex)
Alignment: Chaotic Neutral
Size: Large

  • Fiendish Fish: Dhuthorexes are strange shark-like creatures that swim in sunless seas of the Darklands.
  • Terrestrial Sea Life: These aquatic beasts can venture onto land if prey is easy to pursue.

    Emkrah 
Level: 9
Alignment: Chaotic Evil
Size: Large

The misbegotten offspring of Rovagug.


    Faceless Hulk (Ugoroth) 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_faceless_hulk.PNG
Level: 9
Alignment: Chaotic Evil
Size: Large

The larger cousins of the faceless stalkers, capable of transforming into larger creatures such as giants.


  • The Blank: In its natural form, a faceless hulk has no discernible facial features.
  • Make My Monster Grow: In its natural form, a faceless hulk can expand rapidly as a full-round action.
  • Vampiric Draining: 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.
  • Voluntary Shapeshifting: 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.

    Galvo 
https://static.tvtropes.org/pmwiki/pub/images/galvo.png
Level: 9
Alignment: Neutral Evil
Size: Large

  • Body of Bodies: 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.
  • Shock and Awe: Electricity arcs throughout a galvo, creating a field around the galvo that causes small creatures to drop dead.

    Moit of Shub-Niggurath 
Level: 9
Alignment: Chaotic Evil
Size: Medium

  • Asteroids Monster: When a spawning canker has drained enough life force, it bursts apart into several slugspawn.
  • Brain Food: When a slugspawn matures into a spawning canker, it violently devours its host's brain.
  • Parasite Zombie: A spawning canker is a parasite whose tentacles riddle the dead body of its host, taking control of muscles and organs.

    Yithian 
https://static.tvtropes.org/pmwiki/pub/images/yithian.png
Level: 9 (normal), 12 (elder)
Alignment: Lawful Neutral
Size: Large

A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.


  • Body Snatcher: 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.
  • Public Domain Character: Their source is the novella The Shadow Out of Time, which has entered public domain.
  • Starfish Aliens: 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.

Level 10

    Egregore 
Level: 10
Alignment: True Neutral
Size: Large

Servitors created by psionic cults as avatars of their power.


  • Brain Monster: 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.
  • Combat Tentacles: An egregore produces bands of light powered by its concentrated mental energy, which can become solid and lash out as tentacles.
  • Super-Empowering: 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.

    Gug 
Level: 10
Alignment: Chaotic Evil
Size: Large

Monstrous giants who live in caverns deep in the Darklands.


    Hyaleth 
Level: 10
Alignment: True Neutral
Size: Large

Translucent creatures from deep underground waters.


  • Beware My Stinger Tail: The hyaleth's tail ends in a stinger that can deliver a neurotoxin.
  • Forced Sleep: Creatures whose thoughts are being digested by a hyaleth are put to sleep.
  • Ingesting Knowledge: Hyaleths place intelligent prey into a deep sleep and read their knowledge during their slumber.

    Leng Hound 
Level: 10
Alignment: Chaotic Evil
Size: Medium

Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.


  • Human Disguise: A Leng hound can retract its bestial features into its body to pretend to be the decaying corpse of a deformed human.
  • Tracking Spell: If its linked grave is disturbed or looted, a Leng hound's spells have no limit when searching for the offender.
  • Wolf Man: The Leng hound's form blends humanoid and canine features.

    Nilith 
https://static.tvtropes.org/pmwiki/pub/images/nilith.png
Level: 10
Alignment: Neutral Evil
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 here.


  • Fighting a Shadow: 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.

    Ofalth 
https://static.tvtropes.org/pmwiki/pub/images/ofalth.png
Level: 4 (larval), 10 (mature)
Alignment: Chaotic Evil
Size: Medium (larval), Large (mature)

  • Alternate Company Equivalent: The larval ofalth is likely a replacement of the Dungeons & Dragons 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.
  • Arch-Enemy: 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.
  • Eaten Alive: 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.
  • Improvised Armour: Larval ofalths cocoon themselves in trash, to serve as both armour and camouflage.
  • Muck Monster: An ofalth is a living heap of matter of wet detritus, sewage and rubbish.

    Siyokoy 
Level: 10
Alignment: True Neutral
Size: Medium

Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.


  • Collector of the Strange: Siyokoys adore shipwrecks and long-forgotten underwater ruins, and often adorn their lairs with the results of scavenging expeditions into these locations.
  • Fish People: Siyokoys are eel-like aquatic creatures with a humanoid's torso.
  • Shock and Awe: A siyokoy can emit a strong electrical charge from its tail.

    Spawn of Yog-Sothoth 
Level: 10
Alignment: Chaotic Evil
Size: Large

The misbegotten result of rituals by cultists of Yog-Sothoth to impregnate a mortal with a fragment of their alien god.


    Trench Mist 
Level: 10
Alignment: Neutral Evil
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.


  • Deadly Gas: Trench mists are created when toxic gases are used as weapons of mass destruction in battle.
  • Fog of Doom: Under mysterious circumstances, deadly gases used in battle can absorb the souls of the slain and gain a sly, malevolent intelligence.
  • Monster Lord: Victims of a trench mist rise as trench zombies under its control.

Level 11

    Argorth 
Level: 11
Alignment: Chaotic Evil
Size: Huge

Tentacles split from the body of Black Magga.


  • Taking You with Me: When it dies, an argorth collapses to the ground and thrashes wildly, dealing damage to nearby creatures for one last time before expiring.

    Howling Spawn 
Level: 11
Alignment: Chaotic Evil
Size: Large

  • Man Bites Man: In battle, a howling spawn can literally eat a creature it grabs, exposing its prey to its paralytic saliva.
  • The Paralyzer: The howling spawn's saliva is a potent paralytic substance.
  • Was Once a Man: It's speculated that howling spawn are people who are undergoing a transformation into a monster like Desert's Howl.

    Isqulug 
Level: 11
Alignment: Neutral Evil
Size: Medium

  • The Virus: Creatures that die from the isqulugia disease, inflicted by isqulug larve as they feed on flesh, become isqulugs themselves.
  • The Worm That Walks: 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.

    Proto-Shoggoth 
Level: 11 (proto-shoggoth), 14 (syncytium)
Alignment: True Neutral (proto-shoggoth), Chaotic Neutral (syncytium)
Size: Medium (proto-shoggoth), Large (syncytium)

  • Face Full of Alien Wing-Wong: 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.
  • Fusion Dance: 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.
  • Hell Is That Noise: A syncytium's half-formed mouths constantly emit a distracting cacophony of sounds and nonsense words.

    Quoppopak 
Level: 11
Alignment: Neutral Evil
Size: Large

  • Mix-and-Match Critters: Quoppopaks combine the most terrifying aspects of water striders, octopuses and vampire bats.
  • Walk on Water: 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.

Level 12

    Dark Young of Shub-Niggurath 
Level: 12
Alignment: Chaotic Evil
Size: Huge

  • Too Many Mouths: A dark young's trunk is filled with numerous sucking mouths.
  • When Trees Attack: A dark young superficially resembles a tree, and its magic allows it to appear as a tree.

    Gogiteth 
https://static.tvtropes.org/pmwiki/pub/images/gogiteth.png
Level: 12
Alignment: Chaotic Evil
Size: Large

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 here.


  • Ankle Drag: They can move at full speed while dragging grappled creatures.
  • Boring, but Practical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
  • Evil Versus Evil: Hryngar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
  • Extra Eyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
  • Hell Is That Noise: 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.
  • King Mook: 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.
  • Lightning Bruiser: 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.
  • Multiple-Choice Past: 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.
  • Wall Crawl: They have a climb speed as fast as a normal person's movement on flat ground.

    Hooded Harbinger 
Level: 12
Alignment: Chaotic Evil
Size: Medium

  • Mouth of Sauron: Hooded harbingers receive communications directly from Hastur, and relay these messages to his far-flung cults.
  • No Face Under the Mask: 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.

    Kasthezvi 
https://static.tvtropes.org/pmwiki/pub/images/kasthezvi_pathfinder.PNG
Level: 12
Alignment: Lawful Evil
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.


  • Beneath Notice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
  • Cool Crown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
  • Deal with the Devil: 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.
  • Defeat Equals Explosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
  • Dying Race: 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.
  • Finger Poke of Doom: 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.
  • He Who Must Not Be Heard: Enforced by the magic that makes them. Kasthezvi can't make sound at all, no matter the means.
  • Humanoid Abomination: 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.
  • Lean and Mean: They're skeletally thin with disproportionately long arms and necks.
  • Make It Look Like an Accident: 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.
  • No-Sell: To sonic damage, naturally.
  • Purple Is Powerful: 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.
  • The Rival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
  • Room Full of Crazy: 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.
  • The Spook: 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.
  • Voluntary Shapeshifting: 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.
  • Words Can Break My Bones: 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.

    Lorelei 
Level: 12
Alignment: Neutral Evil
Size: Large

Magnets of destruction that resemble stony anemones with human faces.


  • Compelling Voice: A lorelei's murmur infects those that hear it, compelling them to move directly toward the lorelei.
  • That's No Moon: The lorelei's skin is camouflaged with a rock-like appearance, and it can retract its tentacles to disguise as a boulder.

    Neshmaal 
Level: 12
Alignment: Chaotic Evil
Size: Large

  • Achilles' Heel: Neshmaals are especially vulnerable to sonic attacks, perhaps because they're accustomed to the silent void.
  • Tentacled Terror: A neshmaal's body is formed of a tangle of writing tentacles.

    Somalcygot 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_aberration_somalcygot.PNG
Level: 12
Alignment: Neutral Evil
Size: Large

Territorial megapredators who live in airless environments. Their stats can be found in Bestiary 5, The Moonscar, or online here.


  • Achilles' Heel: Due to their natural habitats being airless, and thus utterly silent, somalcygots have weakness to sonic damage.
  • Acid Attack: They can spray a line of acid that does high damage and inflicts Damage Over Time.
  • Batman Can Breathe in Space: They have the no breath quality, a necessity for a species that lives on the moon.
  • Combat Tentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with the grab ability.
  • Location Theme Naming: They're named after Somal, Golarion's moon.
  • Jack of All Stats: 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.
  • Super-Persistent Predator: 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.

    Syricta 
Level: 12
Alignment: Chaotic Evil
Size: Large

Amalgamations of serpentfolk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.


  • Artificial Hybrid: 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.
  • Dirty Coward: Syrictas are brutish bullies and cowards, vicious and sadistic toward those weaker than themselves but fleeing from strong foes.
  • Dumb Muscle: Syrictas are less intelligent than serpentfolk and conditioned to obey their serpentfolk masters as bodyguards and enforcers.
  • Multiple Head Case: One of the syricta's arms splits at the elbow into two venomous snake heads.

Level 13

    Amalgamite 
Level: 13
Alignment: Neutral Evil
Size: Medium

  • Perpetually Protean: An amalgamite's weird, warped anatomy constantly shifts and regrows.
  • Teleporter Accident: An amalgamite is the result of a teleportation spell that went awry.
  • Was Once a Man: Amalgamites only have the vaguest memories of their previous existence as spellcasters.

    Argus 
Level: 13
Mythic Rank: 6
Alignment: Lawful Neutral
Size: Gargantuan

Titans warped into hideous forms by gods long ago for their crimes.


  • Eyes Do Not Belong There: An argus' body is covered in strange, staring eyes.
  • The Grotesque: 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.

    Azruverda 
Level: 13
Alignment: Chaotic Good
Size: Huge

Giant human-faced insects who create intricate fungal gardens.


  • Acid Attack: Azruverdas have acidic spit.
  • Beast with a Human Face: They resemble immense dung beetles with serene, human-like faces.
  • Big Creepy-Crawlies: Jewel-colored, human-faces beetles the size of cars.
  • Pest Controller: 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.
  • Super Spit: Azruverdas can hock acidic loogies up to sixty feet away.

    Charybdis 
Level: 13
Alignment: Chaotic Neutral
Size: Gargantuan

Massive aquatic predators who prey on ships.


  • Armor-Piercing Attack: A charybdis' claws are particularly devastating when used against objects, and ignore the first 10 points of an object’s hardness rating.
  • Lamprey Mouth: A charybdis' mouth is seemingly jawless, with teeth arranged in a circle around the maw.
  • Mega Maelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.

    Dwiergeth 
https://static.tvtropes.org/pmwiki/pub/images/dwiergeth.png
Level: 13
Alignment: Chaotic Evil
Size: Large

Monsters from the Outer Rifts with bizarre biology.


  • Bigger on the Inside: 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.
  • Bizarre Alien Biology: 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.
  • Blow You Away: 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.
  • Swallowed Whole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.

    Get of Iblis 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_get_of_iblis.jpg
Level: 13
Alignment: Chaotic Evil
Size: Gargantuan

  • Absurdly Sharp Claws: These creatures' claws are made of adamantine.
  • Big Creepy-Crawlies: The get of Iblis is a vaguely centipede-like monster that can grow up to 60 feet long and weigh 100000 pounds.

    Ghorazagh 
Level: 13
Alignment: Neutral Evil
Size: Large

Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.


  • 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.

    Irlgaunt 
Level: 13
Alignment: Neutral Evil
Size: Large

  • Acid Attack: Irlgaunts can pelt their opponents with their own gastroliths, which explode on contact, spraying the area with shards of rock and caustic acid.
  • Big Creepy-Crawlies: Irlgaunts resemble titanic spiders or crabs, with cephalopod-like tendrils erupting from the tips of their legs.

    Rivka 
https://static.tvtropes.org/pmwiki/pub/images/rivka.png
Level: 13
Alignment: Neutral Evil
Size: Medium

Level 14

    Angoyang 
Level: 14
Alignment: Neutral Evil
Size: Small

  • Cats Are Superior: Angoyangs see their caretakers as loyal servants that feed, clean up after and pamper them.
  • Killer Rabbit: 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.

    Aukashungi 
https://static.tvtropes.org/pmwiki/pub/images/giantaukashungi.png
Level: 14 (giant), 10 (swarm)
Alignment: Chaotic Evil
Size: Huge

  • Acid Attack: A giant aukashungi can release an acidic gas from its ventral glands.
  • Giant Enemy Crab: The strongest individual in an aukashungi swarm grows to monstrous proportions, far bigger than any real life isopod.
  • Kill It Through Its Stomach: 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.

    Deep Walker (Delpolthru) 
Level: 14
Alignment: Lawful Evil
Size: Gargantuan

Created by alghollthus as guards and enforcers, those who slip the leash become petty tyrants of their own.


  • Evil Overlord: Deep walkers that escaped their masters often rule over their own petty kingdoms of lesser creatures that they can torment and consume.

    Doprillu 
https://static.tvtropes.org/pmwiki/pub/images/doprillu.png
Level: 14
Alignment: Neutral Evil
Size: Medium

  • Blood Knight: Doprillus love to battle, especially by grappling, and are eager to start brawls.
  • Grievous Harm with a Body: 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.
  • Mask of Power: 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.

    Flying Polyp 
Level: 14
Alignment: Chaotic Evil
Size: Huge

Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.


  • The Ageless: These creatures seem to have no maximum lifespan.
  • Alien Blood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
  • Batman Can Breathe in Space: 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.
  • Blow You Away: 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.
  • Final Solution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
  • Giant Flyer: A typical flying polyp measures 30 feet in length.
  • Invisibility Flicker: 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.
  • Too Many Mouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
  • You Will Not Evade Me: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.

    Grikkitog 
https://static.tvtropes.org/pmwiki/pub/images/grikkitog.png
Level: 14
Alignment: Neutral Evil
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 here.


  • Ambushing Enemy: 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.
  • Cores-and-Turrets Boss: 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.
  • Fast Tunneling: 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.
  • In-Series Nickname: Commonly called "hungry earth."
  • The Symbiote: 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.
  • Things That Go "Bump" in the Night: They're the subject of countless scary stories among the denizens of the Plane of Earth.
  • The Walls Have Eyes: It can manifest eyes from any stone surface close enough to its implanted core.

    Khardajeen 
Level: 14
Alignment: Neutral Evil
Size: Medium

  • Combat Tentacles: The khardajeen's primary attack is lashing out with its powerful tentacles.
  • Healing Factor: Khardajeens' pearly white manifested gems reinvigorate them and heal wounds even in the midst of battle.
  • Ray Gun: Khardajeens' blue, red, green and topaz gems can fire ray attacks at enemies.

    Kuchisake-onna 
https://static.tvtropes.org/pmwiki/pub/images/kuchisakeonna.png
Level: 14
Alignment: Lawful Evil
Size: Medium

  • Beat It by Compulsion: When numerous small items are scattered before a kuchisake-onna, she compulsively begins to count them.
  • Glasgow Grin: Scars and cuts run from ear to ear, giving the impression of a terrible, ever-present grin on the kuchisake-onna's face.
  • Morton's Fork: 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.
  • Shear Menace: A kuchisake-onna wields a pair of scissors with a swordmaster's prowess.
  • Take a Third Option: Answering in a confusing or noncommittal manner or saying the kuchisake-onna looks okay can distract her and provide enough time to run away.

    Vemerak 
Level: 14
Alignment: Chaotic Evil
Size: Huge

Creatures from the Darklands who worship a variety of dark gods they believe dwell even deeper.


  • Acid Attack: The vemerak's breath weapon is a line of toxic acid that corrodes both flesh and mind.
  • Dishing Out Dirt: A vemerak can burrow its legs, tentacles and mouth into the ground to create miniature earthquakes.

Level 15

    Hyakume 
Level: 15
Alignment: Neutral Evil
Size: Large

  • Book Burning: 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.
  • Eyes Do Not Belong There: Hundreds of bloodshot eyes peek out from under a hyakume's skin.
  • Laser-Guided Amnesia: Hyakume can steal memories and erase any knowledge of their existence from the minds of their victims.

    Larva of the Outer Gods 
Level: 15
Alignment: Chaotic Neutral
Size: Large

  • Evil Is Not a Toy: 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.
  • Forced Transformation: A larva's song can 'free' other creatures from their static forms, transforming them into chaos beasts under the larva's control.
  • Magic Music: 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.

    Neothelid 
https://static.tvtropes.org/pmwiki/pub/images/neothelid.png
Level: 15 (normal), 20 (overlord)
Alignment: Chaotic Evil
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.


  • Cannibalism Superpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
  • Expy: Not to the original, OGL neothelids of Dungeons & Dragons (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 Pathfinder), but instead to the chthonians of Brian Lumley's Cthulhu Mythos 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.
  • Immortal Procreation Clause: 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.
  • Monstrous Cannibalism: 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.
  • Multiple Head Case: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
  • Psychic Powers: 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.
  • Time Abyss: 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.

    Pharmakos 
Level: 15
Alignment: Neutral Evil
Size: Gargantuan

  • Agony Beam: A creature hit by a pharmakos' bite or claws is racked with waves of pain.
  • I Cannot Self-Terminate: 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.
  • Was Once a Man: When an evil god is particularly offended by a worshipper abandoning the faith, the infidel might be transformed into a pharmakos.

    Quelaunt 
https://static.tvtropes.org/pmwiki/pub/images/quelaunt.png
Level: 15
Alignment: Chaotic Evil
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 here.


  • The Blank: A quelaunt has no discernible eyes, nose, ears or mouth.
  • Emotion Eater: Quelaunts feed on the negative emotions of prey, gaining strength and sustenance from their dismay.

    Shrike Worm 
Level: 15
Alignment: Neutral Evil
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 here.


  • Master of Illusion: They have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
  • Meaningful Name: It's a reference to shrikes, also known as butcherbirds, who impale their prey n spiky branches and thorns.
  • Spikes of Villainy: Their backs are covered in longs spikes, which they impale their victims on.

    Targotha 
Level: 15
Alignment: True Neutral
Size: Huge

Strange, eel-like creatures most at home in tar seeps and oil pits.


  • Extremophile Lifeforms: 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.

    Tolokand 
Level: 15
Alignment: Neutral Evil
Size: Large

  • Walking Wasteland: Tolokands bring desolation with every footfall—belching smoke, blighting plants, cracking the earth asunder, and staining the ground with their foul blood.

    Whyrlish 
Level: 15
Alignment: True Neutral
Size: Huge

Jellyfish-like creatures that gain sustenance from the River of Souls.


  • Electric Jellyfish: Whyrlishes are giant jellyfish-like creatures that can emit a powerful discharge of electricity from their bell.
  • Power Nullifier: The whyrlish's tentacles are laced with supernatural microscopic cnidocytes, which nullify the target's resistance and immunity to electricity.

Level 16

    Scylla 
Level: 16
Alignment: Chaotic Evil
Size: Huge

Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.


  • Multiple Head Case: A scylla has the upper body of a human woman and a lower body full of wolf heads.
  • Sea Monster: Scyllas dwell near major shipping lanes, where they lure ships to their doom.

Level 17

    Lusca 
https://static.tvtropes.org/pmwiki/pub/images/lusca.png
Level: 17
Alignment: Chaotic Evil
Size: Gargantuan

  • Absolute Xenophobe: 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.
  • Combat Tentacles: A lusca can use four of its tentacles to grapple a ship.
  • Multiple Head Case: Three heads.
  • Shock and Awe: A lusca's body naturally conducts electricity.
  • A Storm Is Coming: 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.
  • Tentacled Terror: A terror of the seas with octopus tentacles.
  • Threatening Shark: A lusca's heads are that of sharks.

    Plankta 
Level: 17
Alignment: Neutral Evil
Size: Gargantuan

Creatures born from the shattered remains of fallen civilisations.


  • Rock Monster: The plankta is a rocky creature formed from the ruins of buildings and statues built by ancient civilisations.
  • Sea Monster: Planktas dwell in the sea and seek to sink ships and destroy cities in the hope of creating more of their kind.

    Vaspercham 
https://static.tvtropes.org/pmwiki/pub/images/vaspercham.png
Level: 17
Alignment: Chaotic Evil
Size: Huge

  • Combat Tentacles: The vaspercham can attack with four tentacles.
  • Sea Monster: The vaspercham is an aquatic horror who delights in violence and destruction, and lurks in the shallows near shorelines.

Level 18

    Deghuun 
https://static.tvtropes.org/pmwiki/pub/images/deghuun.png
Level: 18
Alignment: Neutral Evil
Size: Huge

  • Eyes Do Not Belong There: A deghuun can move its single, golden eye across the venthole-like craters that dot the surface of its body.
  • Tentacled Terror: Children of Mhar resemble blue-gray octopodes made of stone, mud and molten iron.

    Myrucarx 
https://static.tvtropes.org/pmwiki/pub/images/myrucarx.png
Level: 18
Alignment: Neutral Evil
Size: Large

  • Combat Tentacles: A myrucarx attacks with two tentacles ending in gnashing jaws.
  • Master of Illusion: A myrucarx can craft an illusion resembling any Medium humanoid, including any specific individual it has seen, and has appropriate voice, scent and mannerisms.

    Vitalia 
https://static.tvtropes.org/pmwiki/pub/images/vitalia.png
Level: 18
Alignment: True Neutral
Size: Large

  • Bloody Murder: At range, vitalias attack by squirting their acidic blood.
  • Vein-o-Vision: The vitalia can detect any creatures that have a heartbeat.

Level 19

    Shoggoth 
Level: 19
Alignment: Chaotic Neutral
Size: Huge

Level 20

    Baomal 
https://static.tvtropes.org/pmwiki/pub/images/baomal.png
Level: 20
Alignment: Chaotic Neutral
Size: Gargantuan

Monstrous marine predators resembling giant sea turtles with two serpentine heads.


  • Beast of Battle: In the modern day, aboleths use baomals as war beasts.
  • Food Chain of Evil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
  • Mix-and-Match Critters: Giant sea turtles with two snake heads and necks each.
  • Multiple Head Case: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
  • Sea Monster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
  • Vacuum Mouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.

    Star-spawn of Cthulhu 
Level: 20
Alignment: Chaotic Evil
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.


  • Apocalypse Cult: Star-spawn seed the creation of such cults that prepare the world and bring it to the brink of destruction.
  • Batman Can Breathe in Space: Star-spawn don't need to breathe and can survive indefinitely in space.
  • Cthulhumanoid: Being quite obviously based on the Trope Namer, star-spawn have a humanoid body and a face full of tentacles.
  • Evil Is Not a Toy: The only reward for the Apocalypse Cults 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.
  • Omnicidal Maniac: Star-spawn wish to wipe planets clean of indigenous life.
  • Nightmare Sequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
  • Winged Humanoid: Scaly, membranous wings on a mockery of human shape.

    Vazgorlu 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vazgorlu.png
Level: 20
Alignment: Neutral Evil
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 here.


  • Abstract Eater: 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.
  • Acid Attack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
  • All Webbed Up: 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.
  • Big Creepy-Crawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
  • Cold Iron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
  • Innate Nightvision: They have darkvision, a necessity when they nest in a demiplane with zero light.
  • No Ontological Inertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
  • No-Sell: Immune to acid, can't be paralyzed, and never sleep.
  • Not Quite Flight: 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.
  • Pocket Dimension: 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.
  • Teleport Interdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
  • Villain Teleportation: 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.
  • Wall Crawl: 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.
  • Weaponized Teleportation: 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.

Level 21

    Conqueror Worm 
Level: 21
Alignment: Neutral Evil
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.


  • The Chessmaster: 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.
  • For the Evulz: Conqueror worms spend their time sowing chaos and death in mortal nations 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.
  • Grand Theft Me: 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.
  • Physical God: They have the ability to grant spells like actual deities, and most have at least a cult of followers.
  • Transformation of the Possessed: A host possessed by a conqueror worm undergoes terrible changes, becoming increasingly pale, balding and bloated, before the conqueror worm is reborn.

    Hundun 
Level: 21
Alignment: Chaotic Evil
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.


  • The Blank: A hundun's robe-like skin obscures its face in darkness.
  • Counter-Attack: Any creature that attempts to affect a hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
  • Eldritch Abomination: 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.
  • Evil Counterpart: 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.
  • In the Hood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
  • No Face Under the Mask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
  • Omnicidal Maniac: 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.

    Lophiithu 
Level: 21
Alignment: Neutral Evil
Size: Gargantuan

  • Living Apart: A lophiithu's stomachs are scattered across islands in the Maelstrom, regardless of the location of the rest of its body.

Level 24

    Havero 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_havero.PNG
Level: 24
Alignment: Chaotic Evil
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.


  • Acid Attack: 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.
  • Batman Can Breathe in Space: They have the breathless quality, making oxygen unneeded for them.
  • Cognizant Limbs: 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.
  • Combat Tentacles: Haveros have a bunch of Morph Weapon 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.
  • Extra Eyes: Ocular tentacles let it form eyes on the ends of its tentacles to increase its Perception bonus.
  • Healing Factor: They have fast healing 25, the highest that can occur in the game.
  • Intangible Man: 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.
  • Made of Iron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and fire.
  • Meaningful Name: It roughly means "smothering arms", presumably in Thassilonian.
  • Morph Weapon: 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.
  • The Needless: They don't breathe, they don't need to eat or drink, and they don't age.
  • No-Sell: 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).
  • Poisoned Weapons: One of the appendage options is a poison stinger.
  • Poke in the Third Eye: 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.
  • Power Pincers: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
  • The Spook: Thanks to living far out in the vast emptiness of space, very little is known about them.
  • Status Buff: 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.
  • Weakened by the Light: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.

Level 25

    Drakainia 
Level: 25
Mythic Rating: 10
Alignment: Neutral Evil
Size: Huge
Powerful monsters who spawn lesser abominations.
  • Mother of a Thousand Young: They have the ability to give birth to any creatures of their size or smaller. Such creatures are Born as an Adult and are presumably loyal to the drakainia.
  • Tele-Frag: 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 doesn't seem to care.

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