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This page is part of the character sheet for Pathfinder, covering Beast creatures.

Beasts are for the most part wild animals of various sorts, but have some sort of unusual characteristics that set them apart from regular wildlife — greater intelligence, chimeric body plans, magical powers and so on. This type mostly overlaps with the magical beasts in 1st Edition and also includes some creatures that were formerly classified as monstrous humanoids, although certain magical beasts have been reclassified as other types. To see tropes pertaining to the ankheg (ankhrav), aurumvorax, blindheim, bulette, bunyip, frost worm, griffon, hippocampus, hippogriff, mobat (giant bat), purple worm, owlbear, sea serpent, shocker lizard and stirge (bloodseeker), see Pathfinder Animals. To see tropes pertaining to the galvo, lusca and skrik nettle, see Pathfinder Aberrations.

To see the tropes for magical beasts in Starfinder, see Starfinder Magical Beasts and Starfinder Monstrous Humanoids.


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    In General 

Beast Clades

    Behemoth 
Alignment: True Neutral
Size: Gargantuan

Living embodiments of divine retribution, shaped from primal magic and imbued with godly wrath.


  • Land, Sea, Sky: Each of the three types of behemoth is meant to bring divine wrath from one of these three realms — thunder behemoths are unleashed upon the land, thalassic behemoths in the sea and tempest behemoths strike from the skies.

Thunder Behemoth

Level: 18

Behemoths cast upon the land, the least of their kind.


  • Big Eater: Thunder behemoths are endlessly voracious creatures, and the damage they inflict comes from stripping the land bare of anything remotely edible — trees, animals, people, mineral ores... — and their destruction of forests, mountains and cities alike in their search for new morsels to slake their appetites.
  • Mighty Roar: Thunder behemoths have an ability by that exact name, allowing them to unleash a roar loud enough to count as a sonic attack.

Thalassic Behemoth

Level: 20

Behemoths cast into the sea, capable of spreading more destruction than the land-bound thunder behemoths but still restricted by the shore.


  • Mix-and-Match Critters: Oversized sperm whales with crablike pincers sprouting from just behind their heads.
  • Monster Whale: Thalassic behemoths are enormous whale-like monsters sent to punish mortals who live near or travel on the seas, and are more than capable of destroying entire coastal cities.

Tempest Behemoth

Level: 22

Behemoths cast into the air, capable of spreading destruction and ruin to the entire world.


  • Giant Flyer: Six-winged eagle-like monsters larger than the largest giants.
  • Weather Manipulation: Tempest behemoths can generate hurricane-force winds and hurl thunderbolts, and their arrival is heralded by powerful storms and gales.

    Coatl 
  • Feathered Serpent: Coatls are enormous snakes with birdlike wings and feathered manes, strongly associated with Pathfinder's Fantasy Counterpart Culture of native American civilizations and with tropical climes more generally, and often act as agents of goodly deities.
  • Genetic Memory: Coatls are born already fully intelligent and aware, and possessing a portion of their parents' memories.
  • To Serve Man: Coatls have been known to eat evil humanoids.
  • Truly Single Parent: Coatls are sexless and do no breed in the manner of other creatures. When a coatl feels the need to reproduce, it spontaneously generates an iridescent egg that almost immediately hatches to reveal a fully formed coatl a few feet long.

Scalliwing

Level: 3
Alignment: Chaotic Good
Size: Tiny

Auwaz Coatl

Level: 6
Alignment: Chaotic Good
Size: Large

Auwaz coatls roam the world, helping lost wanderers find the paths that will lead them safely home. They would prefer evil creatures to remain lost, however, and work to make sure that they stay so.


  • Friend to All Children: Auwaz coatls are extremely fond of children, going to great lengths to help lost kids return home or to help them escape abusive households.
  • Making a Splash: They can call forth gouts of water and grant people the ability to breathe water and swim within it more efficiently.
  • Weather Manipulation: They have moderate control over the weather, providing favorable winds and calm seas to goodly travelers but turning the elements against evil ones. In game terms, they can cast obscuring mist, gust of wind and call lightning as spell-like abilities.

Mix Coatl

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

Dark-scaled coatls who provide guidance and information to fledgling societies.


  • Celestial Body: Their scales and feathers range from deep blues and violets to blacks deeper than the night, interspersed with white spots like stars and red stripes like the rays of the setting sun.

Quetz Coatl

https://static.tvtropes.org/pmwiki/pub/images/quetz_couatl.png
Level: 10
Alignment: Lawful Good
Size: Large

Quetz coutls are nurturers of fledgling civilizations, protecting vulnerable societies and guiding them on the path to righteousness. In addition, many serve as messengers of goodly deities and intermediaries between them and their mortal worshippers. Quetz coatls are the most commonly encountered type of coatl, and the ones most people envision when they think of these outsiders.


  • Unwanted False Faith: Some quetz coatls are worshipped as divinities, and while they are not divine beings and do not encourage such veneration, they use the trust placed in them to foster peace and cooperation.

Xiuh Coatl

https://static.tvtropes.org/pmwiki/pub/images/couatl_xiuhcouatl.png
Level: 12
Alignment: Neutral Good
Size: Large

Xiuh coatls are champions of justice and retribution, hunting down evil creatures and offering them a last chance to repent — or, failing that, a swift end.


  • Breath Weapon: They breathe a mixture of fire and electricity.
  • Equippable Ally: Xiuh coatls can turn themselves into weapons to be wielded by their allies.
  • Flaming Weapon: When they transform themselves into weapons, they always become flaming ones.

Tletli Coatl

Level: 14
Alignment: Neutral Good
Size: Huge

Vengeful and terrible, tletli coatls are avatars of righteous justice who bring fiery doom to evil creatures. Unlike their xiuh cousins, tletlis rarely offer chances for absolution and do not usually target individuals, instead brining their fury upon entire organizations, armies or even cities.


  • Breath Weapon: They breathe holy fire.
  • Godzilla Threshold: Tletlis have little use for diplomacy or subtlety and typically raze their targets' entire fortresses, towns or cities to the ground as they mete out justice. Consequently, the deities and heavenly forces they serve only send them out when an area is utterly unsalvageable, no decent people remain within it and letting it fester presents a greater risk than any collateral damage could.
  • Light 'em Up: While not as pronounced as their mastery over fire, they have options for purifying evil through searing light as well — all tletlis can cast scorching ray, daylight and searing light.
  • Playing with Fire: They have extensive pyrokinetic abilities — they breathe fire, to begin with, are always shrouded in a halo of flames, can make any fire in their vicinity flare up and spread, and can cast flaming sphere, fireball, wall of fire and flame strike as innate spells. Their flames are specifically treated as holy, causing them to deal both fire and divine damage.
  • Wreathed in Flames: The bodies of tletli coatls are shrouded in holy flame, dealing fire damage to anyone they engage in melee.

Chicome Coatl

https://static.tvtropes.org/pmwiki/pub/images/chicome_couatl.png
Level: 16
Alignment: Lawful Good
Size: Huge

More peaceful than many of their kin, chicome coatls exist to rejuvenate and restore natural lands that have been damaged by evil or thoughtless mortals.


  • Back from the Dead: They can cast reincarnate once per week, typically using it to resurrect slain allies as the animals they most closely identified with.
  • The Beastmaster: While their animal-based powers aren't as extensive as their plant-based ones, they can communicate with common animals, use them as messengers, magically control or enlarge them, and awaken them to sapience.
  • Green Thumb: Chicome coatls can communicate with, animate and control plants, create walls of thorny vines, shape and warp wood, and generate an aura that stimulates plant growth with half a mile of their position.
  • Nature Hero: They live in an endless quest to track down lands where evil, war or pollution have rendered the land corrupt and barren, utilizing their magic to make plants grow, call the animals back, and make the land lush and fertile once again.
  • Voluntary Shapeshifting: They can take the form of any natural creature they wish.
  • Weather Manipulation: They have a degree of control over the weather, being innately able to cast control winds, control weather and whirlwind.

    Hydra 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_cryohydra.png
A cryohydra.

Level: Same as number of heads-1 (+2 for cryohydrae and pyrohydrae)
Alignment: True Neutral
Size: Huge

  • Breath Weapon: A pyrohydra and cryohydra can breathe a cone of fire and cold, respectively, while miasma hydras breathe out a cloud of horribly toxic poison.
  • Fire Keeps It Dead: A non-pyrohydra cannot regenerate its heads if the stump is seared with fire.
  • Hydra Problem: When a hydra is beheaded, two more heads will grow in the lost one's place if the stump isn't seared by acid or fire in time — and fire won't work on pyrohydras.
  • Kill It with Ice: Although a pyrohydra is immune to fire, its regeneration can be stopped by cold instead.
  • Our Hydras Are Different: They resemble giant, multi-headed snakes, are about as bright as dolphins and have varying numbers of heads topped with bony crests used in signaling and intimidation. Besides that, their appearance can vary greatly between individuals — any given hydra's features may resemble snakes, crocodiles or even dragons. They have a Healing Factor on top of their regenerating heads, and the energy needed to fuel both things makes them constantly hungry and ravenous predators. They prefer to inhabit swamps and other wetlands, but can be found in any environment with easy access to standing water. They also reproduce by budding off undeveloped heads and come in several specialized variants.
  • Truly Single Parent: Hydras reproduce by budding. The larval heads that grow inside their necks are what develop into new heads when the beast is beheaded, but if the hydra goes for long enough without losing a head it instead coughs up the larger buds in leathery cases, which after a while hatch into snakelike infant hydras.
  • Underground Monkey: Numerous hydra subtypes exist as variations on the basic creature's theme, including fire-breathing pyrohydras, whose stumps must be cauterized with ice rather than fire; ice-breathing cryohydras; three-headed schism hydras capable of splitting like amoebas; necromantic grave hydras; and horribly venomous miasma hydras with poisonous blood.

    Lamyros 
Alignment: Chaotic Evil

Champions of Lamashtu, lamias resemble human women with animal bodies below the waist.


  • One-Gender Race: They're always women.
  • Rage Against the Heavens: Lamias hate all gods, seeing them as the cause of their curse and eternal exile from society.
  • Scam Religion: Most lamias have no true religious faith in anything but instead attract cults of their own. With the help of cultists, lamias strive to bring down popular faiths, introduce schisms, and humiliate or defame high-profile religious leaders.
  • Snake People: Most lamias are humanoid from the waist up but have the lower bodies of serpents.

Lamia

Level: 6
Size: Large

Lamia Matriarch

Level: 8
Size: Large

  • Human Disguise: While common lamias can only briefly assume humanoid form with magic, each matriarch has her own fixed humanoid form that resembles the upper torso of her true form.

Kuchrima

Level: 8
Size: Medium

  • Bird People: Kuchrimas resemble human-avian crosses, with the legs, heads and wings of giant condors.

Hungerer

Level: 15
Size: Huge

  • Body Horror: Hungerers, created from harridans warped through dark magic, resemble horribly bloated and deformed versions of their former sisters, their features barely discernible under their rolls and bulges of fat and flesh. Some parts of their bodies are only prevented from bursting open by being stitched closed by iron staples, and their lower jaws are unhinged to the point of resting on their chests.

Lamia Harridan

Level: Same as base creature + 1
Size: Huge

  • Large and in Charge: Lamia harridans, the highest-ranking members of their society and undisputed rulers of their tribes, resemble gigantic versions of common lamias, with the torsos of giantesses.

    Naga 
Intelligent, magical snakelike beings, nagas possess immense wisdom and a complex social structure. Creators of the nagaji and rulers of Nagajor.
  • Art Evolution: In 1st Edition, different species of naga had different degrees of anthropomorphism, ranging from a whole human head, neck and shoulders (lunar naga) to a human face only (royal naga). In 2nd Edition, all nagas are as anthropomorphic as each other: pre-Remaster, they possess a human head on a snake body; post-Remaster, they are almost pure snake, with only ornaments to distinguish them from their mundane kin.
  • Precursors: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbled and humans replaced them as the subcontinent's dominant race.
  • Snake People: In 1st Edition, the most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads. In pre-Remaster 2nd Edition, all nagas have a human head and snake body.
  • Talking Animal: Nagas physically resemble massive snakes, albeit with keen intellects.

Lunar Naga

Level: 6
Alignment: Chaotic Neutral
Size: Large

  • Fantastic Drug: Some people enjoy the effects of lunar naga venom and have developed ways to enhance the euphoric qualities through alchemical refinement.
  • Forced Sleep: Once a creature falls unconscious from lunar naga venom, they remain asleep unless woken.
  • Mass Hypnosis: A lunar naga can twist the coils of its serpentine body to create a swirl of light and darkness that mesmerises all nearby creatures.

Smaranava

Level: 7
Alignment: Lawful Evil
Size: Large

  • The Corrupter: Smaranavas attempt to fulfil Ravithra's forgotten purpose by tempting and testing mortals they encounter. In this way, they separate the wicked from the righteous, the worthy from the unworthy.
  • Evil Overlord: Pre-Remaster, some particularly social dark nagas may become wicked despots who rule over enclaves of captive or unsuspecting subjects.
  • Prophet Eyes: Smaranavas' eyes are milky white due to opaque caps covering them.
  • Psychic Block Defense: Before the Remaster, dark nagas are immune to any form of mind reading.

Water Naga

Level: 7
Alignment: True Neutral
Size: Large

  • The Storyteller: Those who live near water nagas often offer them rich local delicacies, hoping to learn of nearby lands and pass on their own stories to distant peoples. Enjoying flattery, exciting tales and the adoration of such lesser creatures, most water nagas take pride in their roles as travellers, but quickly grow bored of repetitive, mundane anecdotes and often embellish the stories they've heard.

Dream Naga

Level: 9
Alignment: True Neutral
Size: Large

  • Dream Walker: A dream naga can physically enter dreamscapes in the Dimension of Dreams and dwell within those dreams without debilitating effects.

Slime Naga

Level: 9
Alignment: Neutral Evil
Size: Large

  • Blackmail: Slime naga schemes almost always involve blackmail.
  • God Guise: Slime nagas often build cults from those who share their sewers, masquerading as heralds of Dhalavei, Jubilex or Cyth-V'sug or even deities in their own right.

Spirit Naga

Level: 9
Alignment: Neutral Evil
Size: Large

  • Wicked Witch: The spirit naga holds a contemptible place similar to that of humanoid hags: decrepit hermit sought out only by those who are foolish or brave enough to think they can benefit from the spirit naga's powers. Like hags, spirit nagas can form covens or join a hag or witch coven.

Vicharamuni

Level: 10
Alignment: Lawful Good
Size: Large

  • Creepy Good: Despite their ferocious appearance, awakener nagas are dutiful guides of mortals or locales with potential supernatural significance.
  • Stern Teacher: Vicharamuni's students consider them stern and intimidating taskmasters but often go on to become great heroes.
  • Wise Serpent: Awakener nagas are benevolent and wise teachers of people and places, forging their wards toward strength and imparting a deep understanding of right and wrong.

Royal Naga

Level: 11
Alignment: Lawful Neutral
Size: Huge

  • Deadly Gaze: A royal naga has a piercing stare capable of deafening or blinding those that meet its gazes.
  • Split Personality: Royal nagas that suffer great trauma or a loss status often develop multiple-personality disorders, seeing other aspects of themselves as their own arch-enemies.

Deep Naga

Level: 12
Alignment: Neutral Evil
Size: Huge

  • Addictive Magic: Deep nagas have a fixation on magic that goes beyond mere survival and is more akin to an addiction.
  • Magic Eater: A deep naga draws magical energy from its surroundings and spells that fail to pierce its resistance.
  • Status-Buff Dispel: A deep naga's bite and breath weapon have powerful dispelling effects.
  • To Serve Man: Deep nagas especially enjoy the flesh of magic users, which makes dealing with them even more dangerous for xulgath or skum shamans. If a naga is in a bad mood, the head shaman might be tempted to send an apprentice in his place.

    Plague Swarm 
Level: 11 (rat), 15 (locust), 17 (bat)
Alignment: Lawful Evil (rat), Neutral Evil (locust and bat)
Size: Same as base creature

  • Explosive Breeder: Plague swarms breed at an exceptional rate until their spawn consume entire cities.
  • Horde of Alien Locusts: Sent down by vengeful deities to punish communities that have offended them, plague swarms scour crops, terrorise populations, lay waste to civilised lands, and are single-minded in their devotion to carrying out the furious will of their deities.

    Sphinx 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sphinx.png

Reclusive lion-bodied beasts who guard hidden knowledge in the wilderness.


  • Mix-and-Match Critters: Sphinxes in general have the bodies of lions, the wings of birds and the heads of something else — gynosphinxes and androsphinxes have human heads, criosphinxes have ram heads and hieracosphinxes have falcon heads.
  • One-Gender Race: The sphinxes are a bit of an odd example. Sphinxes themselves are quite insistent on the fact that they're separate species, one always female and the rest always male, which rely on each other to reproduce. In practice, they end up working as essentially one biological species with extreme and complex sexual dimorphism (or sexual tetramorphism, technically).
  • Our Sphinxes Are Different:
    • 1st edition sphinxes follow the Dungeons and Dragons mold with the four varieties and the infamous mating habits. They claim to be four distinct species, one Always Female and three Always Male, although other species' scholars generally consider them to be just have extreme sexual dimorphism (or tetramorphism, technically). They are held in high regard in the countries of northern Garund, which led the Osiriani people to mistakenly welcome manticores into their country due to a mistaken belief that their similarities meant some form of kinship. Like most other lion-like species, sphinxes can mate with manticores to birth children resembling their non-manticore parent with a tail tipped with poisonous spikes.
    • 2nd edition drops the gender split, folding gynosphinxes and androsphinxes into a single species defined by great wanderlust and a drive to uncover the world's hidden lore and solve its greatest riddles.
  • Riddling Sphinx: Sphinxes, as a whole, are associated with secrets, riddles, wisdom and knowledge in various ways, although exactly how this is expressed varies from breed to breed.
    • Gynosphinxes are the traditional take on this, being deeply fascinated by riddles and logic games of all kinds.
    • Androsphinxes are scholars and philosophers, valuing lore, knowledge and insights above logical puzzles.
    • Criosphinxes likewise value riddles and puzzles, but rather than seeking them out of personal interest they do so in hope of finding one clever enough to impress a gynosphinx.
    • Finally, hieracosphinxes are the only ones not associated with this theme in any particular way, being too brutish and unintelligent to value either logic or knowledge.

Criosphinx

Level: 7
Alignment: True Neutral
Size: Large

Lustful, impulsive sphinxes with the heads of rams.


  • Lust: Criosphinxes are the most lustful of the sphinxes, in multiple senses — they lust in the conventional sense after gynosphinxes, with whom they're obsessed, but lust just as strongly for material wealth.

Cynosphinx

Level: 6
Alignment: Neutral Evil
Size: Large

Jackal-headed scavengers who hoard secrets among the dead.


  • Fantastic Racism: Their relationships with all other sphinxes are marked by antagonism or disgust — they hate and envy androsphinxes, are mutually repulsed with gynopshinxes, look down on cryosphinxes and prefer to subjugate hieracosphinxes.
  • Immortality Seeker: They're obsessed with personal survival, and consequently often seek out methods by which to extend their lifespans or truly live forever.
  • Monstrous Cannibalism: If its quest for immortality fails, a cynosphinx's last gift to its child will be its own corpse to interrogate for knowledge and, that done, to eat.
  • Necromancer: Cynosphinxes can cast speak with dead and raise dead innately, and routinely animate corpses in this manner to gain new knowledge. They also only really associate with the undead, and it's not rare to find one at the head of a horde of the walking dead.
  • Non-Indicative Name: The "cyno-" prefix refers to dogs — it's derived from the Greek word for domestic dogs, specifically, and does not generally refer to other canids such as jackals, for which different terms were used.
  • Scavengers Are Scum: They're the only species of sphinx to be a scavenger by preference — to the point that they even let fresh kills rot before eating them to improve their taste — and of course they're evil, treacherous and vile necromancers to the last.

Elder Sphinx

Level: 16
Alignment: Any
Size: Gargantuan

Beings of immense age and wisdom, elder sphinxes stand lonely vigil as protectors of ancient lore and forbidden knowledge.


  • Astral Projection: An elder sphinx spends most of its life as a statue, during which its consciousness casts itself far beyond the material world to explore the mysteries of the Astral and Outer Planes.
  • Keeper of Forbidden Knowledge: They hoard great stores of magical and occult lore alongside considerable historical knowledge, and are often sought out for the wisdom and information they possess. If someone manages to offer up knowledge that the sphinx does not already possess, it may even agree to share what was sought.
  • Riddling Sphinx: They have the ability to telepathically project a litany of riddles, puzzles and paradoxes so complex that every creature within sixty feet of them needs to pass a willpower test or become stunned for a number of rounds. Creatures that pass the check, however, gain valuable insights into the sphinx's mind — in game terms, they take a bonus to all Knowledge checks for an hour.
  • Stronger with Age: Elder sphinxes arise when a sphinx of any other kind lives for ages beyond mortal reckoning, maturing into a being of immense magical power and towering size as it does so.
  • Taken for Granite: Elder sphinxes can voluntarily petrify themselves to take on a statue-like form, spending the majority of their lives as motionless statues while ruminating philosophical matters or casting their minds beyond the Universe.
  • Time Abyss: Elder sphinxes are generally older than most mortal civilizations.

Gynosphinx

Level: 8
Alignment: True Neutral
Size: Large

Insatiably curious sphinxes with the heads of human women.


  • Riddling Sphinx: Gynosphinxes hew to this trope more closely than any other type of sphinx: of all the sphinx breeds, they're the most fascinated by riddles and verbal puzzles for their own sake, often obsessively spending years puzzling over a particularly tricky conundrum. The surest way to escape death at a gynosphinx's claws is to offer her a new and tantalizing riddle to ponder.

Hieracosphinx

Level: 5
Alignment: Chaotic Evil
Size: Large

Brutish, vicious sphinxes with the heads of hawks.


  • Our Gryphons Are Different: While not true griffons in-universe, hieracosphinxes strongly resemble them, physically being big cats with the wings and heads of falcons.

    Spirit Guide 
Level: Varies
Alignment: True Neutral
Size: Varies

  • Bond Creatures: A spirit guide can form a close bond with a mortal, granting both new abilities. Such bonded pairs can see through one another's eyes, coordinate their actions to an unparalleled degree, and come to one another's aid in an instant. The spirit guide can only be bonded with one mortal at a time, and the bond also ends if the spirit guide or the mortal dies.

    Thriae 
Level: Varies
Alignment: Lawful Neutral
Size: Varies

  • Bee People: Thriae live in eusocial hives, where the only fertile member are the queens, and have a bee's abdomen.
  • Beware My Stinger Tail: A thriae's stinger carries within it potent venom.
  • Black Widow: One a thriae queen's male consort gets too old to mate, they're sedated and painlessly eaten by the queen. This is not done in malice, but seen as a proper and respectful send-off.
  • Fantastic Drug: Thriae honey, known as merope, can be addicting to the weak-willed, and those who begin to rely on merope quickly become addicted thralls and servants bound to servitude within a hive.
  • One-Gender Race: All thriae are female.
  • Pest Controller: Many thriae possess the ability to call forth bees when they are in need of aid.

Single Beasts

Templates

    Alebrije 
Challenge Rating Adjustment: +2
Alignment: Any

Animals or beasts transformed into colorful protectors of the dreaming world.


  • Amazing Technicolor Wildlife: Alebrijes are brightly colored in vidid shades, often with complex patterning such as spots, spirals or stripes.
  • Dream Walker: All alebrijes can pass through the Universe, the Ethereal Plane and the Dreamlands at will.
  • Dream Weaver: They can make sleeping creatures experience dreams or nightmares, and created shared dreams in which to communicate with others.
  • Mix-and-Match Critters: It's not uncommon for alebrijes to sport traits of multiple different creatures; they most often have wings of some sort, even if their base animal doesn't.
  • Our Alebrijes Are Different: Alebrijes are beasts created when a particularly vivid dream inspired by a real or imagined living creature generates a new being within the Dimension of Dreams, or more rarely when a preexisting animal becomes altered by the Ethereal Plane's influences. They resemble colourful animals, usually patterned with complex stripes, spots or spirals and sometimes with additional traits — wings of some sort are fairly common. They can move between the Universe, the Ethereal Plane and individual mind-scapes at will, and may form strong bonds with individual mortals, especially if they were created from a dream of an animal with whom the mortal had a close link. In these cases, the alebrije may seek out the mortal after death to protect their soul and escort it to the afterlife.
  • Psychopomp: They don't usually serve in this role, but an alebrije with a strong connection to a mortal will search for their soul after death and escort it to the Boneyard, protecting it from supernatural predators and helping to ease the shock of their passage into the afterlife.
  • Tulpa: Alebrijes usually form as particularly vivid dreams inspired by a creature a dreaming person has seen, known or imagined, which if infused with the energies of the Dimension of Dreams can take independent life as a dream-dwelling creature.

    Man-Eating Animal 
Alignment: Chaotic Evil

  • Demonic Possession: True man-eaters (that are not just fanciful tales of rabid and starving but normal animals) are the result of a fiendish spirit possessing an animal.
  • Monstrous Cannibalism: When a man-eater produces offspring with a member of its original species, the sole member of the litter that inherits this corruption soon devours its siblings.
  • To Serve Man: Having merged with a fiendish spirit, these animals prefer intelligent prey above all else and can't be sated by any other type of food.

    Vahana 
Level: + 2
Alignment: Within one step of creator deity

  • Horse of a Different Color: Vahanas are steeds of legend, created by the gods and gifted to faithful servants to help them accomplish great deeds or as rewards for the same.

Level <1

    Black Spot 
Level: 0
Alignment: Neutral Evil
Size: Tiny

  • Sea Hurtchin: Black spots are terrifyingly adept at locating prey and potential threats, but their true danger comes from their weird magical nature. Instead of poisoning those it punctures, a black spot urchin curses them, inhibiting their ability to swim.

    Muckdweller 
Level: -1 (common), 2 (giant)
Alignment: True Neutral
Size: Small (common), Large (giant)

    Ramidreju 
Level: 0
Alignment: True Neutral
Size: Medium

  • Loves Only Gold: Ramidrejus are unnaturally attracted to gold and often decorate their burrows with gold nuggets, gold coins and stolen gold jewellery, which they protect with a savage ferocity.

    Skvader 
Level: 0
Alignment: True Neutral
Size: Tiny

  • Familiar: They can be taken as familiars by 3rd level spellcasters with the Improved Familiar feat.
  • Mix-and-Match Critters: Rabbits with bird wings and tails. Some scholars believe them to have been created as a test run on the hybridization of disparate creatures, and as such to be an early predecessor to the more famous owlbear.

Level 1

    Almiraj 
Level: 1
Alignment: True Neutral
Size: Small

Surprisingly brutal predators with an association with witches.


  • Eaten Alive: As their horns petrify creatures killed with them and the creatures can't actually digest stone, almirajes are forced to cripple their prey and then eat it alive.
  • Familiar: Almirajes are popular witches' familiars, and are believed by some to have been magically created to serve this purpose.
  • Killer Rabbit: A white bunny with a unicorn horn that, when provoked, becomes a whirling, acrobatic, carnivorous dervish of death that cripples prey by stabbing out their legs and then eating them alive.
  • Mi'raj: Almirajes are horned, carnivorous, very aggressive rabbits that use their horns to gore prey and enemies. Anything killed by an almiraj's horn is immediately turned to stone. As a result, they need to eat their prey while it's helpless but still alive.
  • Taken for Granite: Any creature killed by an almiraj's horn is instantly petrified.

    Brain Mole 
https://static.tvtropes.org/pmwiki/pub/images/brain_mole_pathfinder.png
Brain Mole Monarch (1E)
Level: 1 (normal), 5 (monarchs)
Alignment: True Neutral
Size: Tiny
Parasites that feed on mental energy.
  • Magic Eater: Brain moles feed on the psychic energy of other creatures.
  • Psychic Block Defense: Brain moles are able to psychically shield their minds, preventing predators that hunt psychically from detecting them via detect spells as well as spells that read or examine auras.

    Carbuncle 
Level: 1
Alignment: True Neutral
Size: Tiny

Ungainly reptiles better known for the inaccurate rumors and legends surrounding them than anything they actually do.


    Clawbat 
Level: 1
Alignment: True Neutral
Size: Small

  • Bat Out of Hell: Clawbats thirst for blood, scavenging kills of greater nocturnal hunters and stalking those who venture out at night. Tales speak of monstrous clawbats, with wings that blot out the stars as they swoop away with children and small animals.

    Coral Capuchin 
Level: 1
Alignment: True Neutral
Size: Tiny
Strange creatures found in tropical areas.
  • Large and in Charge: Capuchin clans live together under a single matriarch, a slightly larger female.
  • Mischief-Making Monkey: Something of a nuisance, coral capuchins follow trade ships, hoping to filch small valuables they can take home or perhaps find a sailor they can befriend to secure a regular supply of food. Some spellcasters residing along tropical coastlines have taken coral capuchins as familiars, though many claim they as far more trouble than worth.
  • Vertebrate with Extra Limbs: The coral capuchin is a monkey-like creature with two extra appendages resembling a cross between bat wings and fish fins.

    Echeneis 
Level: 1
Alignment: True Neutral
Size: Small

  • Personal Space Invader: In combat, echeneises attach themselves to enemies to slow them down while flailing with their tails against anyone attempting to remove them.

    Graveshell 
https://static.tvtropes.org/pmwiki/pub/images/graveshell.png
Level: 1
Alignment: True Neutral
Size: Large
The graveshell is a dangerous predator that draws scavengers and explorers into its grasp using a morbid lure: the corpse of a former victim impaled upon the spikes that protrude from its large, turtle-like shell.Their 2nd Edition stats can be found in '"Age of Ashes: Hellknight Hill'' or online here.
  • Healing Factor: As long as a graveshell is alive, its shell naturally repairs itself a week after being destroyed.

    Gryph 
Level: 1
Alignment: Neutral Evil
Size: Small

  • Feathered Fiend: Gryphs are evil bird-like creatures with a disturbing means of reproduction.
  • Spawn Broodling: When they encounter a suitable host, gryphs swoop down, latch on to the target, and implant their eggs directly into its flesh. The eggs quicken swiftly once implanted, and gryph chicks hatch forth mere minutes later in a bloody birth that is often fatal to the host.
  • Vertebrate with Extra Limbs: They're essentially storks with six legs instead of the usual two, although some have four or eight instead.

    Katroome 
https://static.tvtropes.org/pmwiki/pub/images/katroome.png
Level: 1
Alignment: Chaotic Neutral
Size: Small
Small creatures with enormous egos that perceive themselves as lords of all they survey.Their stats can be found in Gallows of Madness or online here.
  • Pride: The katroome is a little creature with an enormous ego that tends to view itself as monarch of its surroundings. Katroomes think that it's their birthright to protect their homelands and natural surroundings, and expect to be treated with the respect such a position deserves.

    Krenshar 
Level: 1
Alignment: True Neutral
Size: Medium

  • Skull for a Head: The skin on the krenshar's head is so flexible that it could be pulled back, revealing its skull underneath.

    Ningyo 
Level: 1
Alignment: Neutral Evil
Size: Small

  • Non-Human Undead: The body of a ningyo never rests peacefully. One hour after dusk, an intact ningyo corpse reanimates, becoming an undead creature, unless the corpse that is burned or torn apart to an extent that its pieces never meet again.
  • Weakened by the Light: At dawn, an undead ningyo returns to true death until the next night. An undead ningyo always knows when the dawn is coming and uses the 15 minutes before daybreak to shelter itself as best it can.

    Witchcrow 
Level: 1 (common), 3 (greater)
Alignment: Chaotic Evil
Size: Tiny (common), Small (greater)

  • Collector of the Strange: Witchcrows collect scrolls, potions and other lesser magic items. They particularly seek out magical societies where they can gain greater access to arcane items.
  • Creepy Crows: The evil witchcrow is clever, manipulative and avaricious in the extreme, dreaded as a harbinger of ill deeds and misfortune, preys on the weak, and spies on the unwary.

    Wolpertinger 
Level: 1
Alignment: True Neutral
Size: Tiny

  • Familiar: They can be taken as familiars by 5th level spellcasters with the Improved Familiar feat.
  • Killer Rabbit: Literally. Unlike their strictly herbivorous rabbit and skvader relatives, wolpertingers are aggressive omnivores capable of taking down wolves when in groups.
  • Mix-and-Match Critters: Rabbits with antlers and bird wings.

Level 2

    Ceru 
Level: 2
Alignment: Neutral Good
Size: Tiny
Cerus are artificial creatures created through the fusion of alchemy and magic in the Impossible Kingdoms of Vudra, where they are regarded as amazing pets for the rich and powerful.

    Chuspiki 
Level: 2
Alignment: Chaotic Neutral
Size: Tiny
Mouse-like creatures with power over air.
  • Blow You Away: A chuspiki can use basic aerokinesis to create concussive blasts of air and steer its flight.

    Cinder Wolf 
https://static.tvtropes.org/pmwiki/pub/images/cinderwolf_pathfinder.jpg
1E
Level: 2
Alignment: True Neutral
Size: Medium

  • Big Eater: In order to fuel their unnaturally fast metabolism, cinderwolves are constantly hungry and need to eat several times their weight each week.
  • Throat Light: Cinders flicker from a cinder wolf's maw.

    Cyphergull 
Level: 2
Alignment: True Neutral
Size: Tiny

  • Uplifted Animal: Cyphergulls, transformed from seagulls that crashed into the Cyphergate and survived, are generally more robust and intelligent than their common cousins. They can learn humanoid languages, study the world around them, perform simple experiments, and understand the rudiments of logic and the scientific method.

    Darklands Sentinel 
Level: 2
Alignment: True Neutral
Size: Small

  • Shock and Awe: A Darklands sentinel can launch an arc of electricity.

    Death Dog 
Level: 2
Alignment: Neutral Evil
Size: Large

  • Hit-and-Run Tactics: Death dogs surround stronger creatures, attacking and retreating, allowing their infected bites to wear down an opponent until it is too weak to fight.
  • Hybrid Monster: In the scrub borders between forests and deserts or plains and badlands where wargs and death dogs cohabit, crossbreeding may occur if a warg pack is resistant to disease, or an outcast warg takes control of a death dog pack. Most death warg pups die before reaching adulthood, but those that survive are larger, tougher, smarter and able to speak as well as a warg can.
  • Multiple Head Case: They have two heads.
  • Savage Wolves: Driven mad with rage by the worms infecting their brains, death wargs bully their packs into submission, raid caravans and humanoid settlements, and kill more than they can eat.
  • The Symbiote: A death dog's saliva contains hundreds of tiny eggs that grow into flesh-devouring worms. The worms don't harm the death dog, but consume any creatures they come into contact with. A death dog's corpse is contagious for several days after death and may infect creatures that touch or eat it.

    Galluvix 
Level: 2
Alignment: True Neutral
Size: Tiny

    Kappa 
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • Kappa: Humanoid turtles that love to play pranks on swimmers (although angry or depraved individuals may drown them instead). They retain their mythological love of cucumbers and their unfailing courteousness towards polite visitors, as well as their head-bowl weakness, which staggers and immobilizes them.

    Moon Spider 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_moon_spider.PNG
Level: 2
Alignment: Neutral Evil
Size: Medium
Malevolent webweaving spiders that live in the Echo Wood and other forests around the Sellen River.Their stats can be found in The Emerald Spire or online here.
  • All Webbed Up: The webs created by a moon spider are especially strong and sticky, and are woven into net-like snares to trap their enemies.

    Nehushtan 
https://static.tvtropes.org/pmwiki/pub/images/nehushtan_pathfinder.PNG
Level: 2
Alignment: Neutral Good
Size: Medium

A rare breed of bronze-colored serpents prized and venerated for their miraculous curative powers.


  • Cub Cues Protective Parent: Most times a neshtan bites a sentient creature, it's because they were getting too close to the serpent's young.
  • De-power: They can't survive in captivity and any attempt to keep them for more than a few days causes them to lose their powers and become highly aggressive but ordinary vipers. Some believe this is Sarenrae's way of showing her displeasure with those who would exploit her gifts, but others simply believe there's some vital criteria to their health that isn't yet known.
  • Eye of Newt: The scales of a nehushtan can be used to make a potion that cures diseases or poison when imbibed. This is made more valuable by the fact that this potion is very easy to make, making their shed skins highly prized.
  • Familiar: Spellcasters with a high enough level and a Good alignment can take a nehushtan as a familiar.
  • Healing Hands: They can treat diseases and poisons simply by making skin contact.
  • Meaningful Name: It's a Hebrew word loosely meaning "thing of brass".
  • No-Sell: They themselves are immune to all diseases and poisons.
  • Playing with Fire: Their bites carry a magical venom that combusts when exposed to living matter, which they use to cook prey from the inside out.
  • Serpent of Immortality: Nehushans are the reasons snakes are associated with healing and vitality on Golarion.
  • Shout-Out: According to myth, the first nehustan was created when a priestess prayed to Sarenrae for help protect her people from swarms of venomous serpents. The priestess was commanded to craft a bronze serpent and place it on a pole and all who laid hands upon it would be cured of their snake bites. Combined with the name, it's nearly identical to the nehushtan in the Book of Numbers.
  • Stronger with Age: The longer a nehushan lives the larger it grows and the more potent their hides become. Rare nehushans live for hundreds of years, growing to vast sizes and have skins capable of healing any ailment.
  • The Voiceless: They understand Common but can't speak.

    Pipefox 
Level: 2
Alignment: True Neutral
Size: Diminutive

  • Cunning Like a Fox: A variation, in that they're clever and sneaky (the sneaky part being helped by the fact that they are very small creatures), but more scholarly than tricky.

    Psyche Serpent 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_psyche_serpent.PNG
Level: 2
Alignment: True Neutral
Size: Tiny

Magical serpents with hypnotic patterns on their hoods.


  • Familiar: They can be taken as familiars by stronger spellcasters.

    Ratling 
Level: 2
Alignment: Chaotic Evil
Size: Tiny

  • Familiar: They can be taken as familiars by stronger spellcasters.

    Shotalashu 
Level: 2
Alignment: True Neutral
Size: large

Reptilian creatures from Castrovel with rudimentary telepathic abilities.


    Sin Seeker 
Level: 2
Alignment: True Neutral
Size: Tiny

  • Evil-Detecting Dog: Sin seekers possess a supernatural ability to detect the scent of varying degrees of morality, instantly sensing whether a creature is good or evil.
  • Eyeless Face: Sin seekers have no eyes and are especially vulnerable to quick predators such as hawks, wolves and foxes.
  • Living Lie Detector: Once in close contact with a creature, sin seekers have a host of tools for discerning whether that creature is lying or manipulating information.

    Warg 
Level: 2 (normal), 7 (elder)
Alignment: Neutral Evil
Size: Medium

    Water Leaper 
Level: 2
Alignment: Chaotic Neutral
Size: Small

  • Beware My Stinger Tail: A water leaper's sting causes dangerous shards too tiny for the eye to see to break off into the target's flesh and cause bleeding.
  • Horse of a Different Color: Water maulers can serve as reluctant mounts, capable of carrying their riders both in the air and water, usually to procure steady sources of food, but sometimes for something more unusual.

    Water Wraith 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_waterwraith.png
Level: 2
Alignment: Chaotic Neutral
Size: Large
Amphibious lizards indigenous to the Mwangi Expanse with the ability to change their color at will. This chameleon-like ability, combined with their superior intelligence, makes them coveted as exotic pets or guard animals.

    Xiao 
Level: 2
Alignment: Chaotic Neutral
Size: Tiny

  • Arch-Enemy: Xiaos have very few natural enemies, but flee from derhii on sight, since derhii consider xiaos to be pests, do not hesitate to kill, skin and eat xiaos, and can eliminate a thriving xiao community in a matter of hours.
  • Sweet Tooth: Xiaos especially enjoy foods made with sugar, and xiao troops often raid nearby communities for small amounts of salt and sugar.

Level 3

    Adaro 
Level: 3
Alignment: Neutral Evil
Size: Medium
Ferocious, aquatic humanoids resembling a cross of sharks and merfolk.
  • The Beastmaster: They have the ability to telepathically command normal sharks, although due to the animals' limited grasp of abstract concepts this is limited to fairly simple things — "attack", "come here", "defend me" and so on.
  • Our Mermaids Are Different: They're effectively very muscular merfolk whose fishlike characteristics are specifically those of sharks.
  • Shark Man: They resemble large, burly merfolk based on sharks, with a tall crest on their heads and backs and multiple rows of sharp teeth. They're also intensely malevolent and very aggressive, generally seeing other sapients as just prey to be hunted, and can communicate telepathically with regular sharks.
  • To Serve Man: They see no particular difference between other sapient species and regular prey animals, and regularly attack and attempt to devour anyone they meet in or on their waters. Their hunting raids on ships, boats and seaside settlements have made them feared and loathed by all their neighbors.

    Bakeneko 
Level: 3 (bakeneko), 6 (nekomata)
Alignment: Neutral Evil
Size: Small (bakeneko), Medium (nekomata)

  • Animate Dead: They can raise bodies as mindless undead, depending on how much flesh is on them when they do so.
  • Bakeneko and Nekomata: They're a reimagined version of the nekomata, maintaining their appearance and shapeshifting abilities, as well as an in-universe mythical origin as cats who lived beyond their natural lifespans. Much like the source material, bakenekos can be whimsical and amoral but aren't outright evil, while nekomatas are a bigger, more powerful and much more malicious variant.
  • Cats Are Mean: Nekomatas are evil shapeshifting cats that delight in sowing fear and confusion, running reputations and bonds of affection and ultimately killing the families they victimize.
  • Mega Neko: Nekomatas, while physically resembling housecats in most respects, are the size of panthers in their natural form.
  • Necromancer: Bakenekos have a number of abilities themed around necromancy: they can raise corpses as moderately powerful undead, and can innately control preexisting undead creatures.
  • Uplifted Animal: A bakeneko comes into existence when a cat lives past its normal lifespan. With each passing year, the cat grows bigger, more intelligent and more magical. Eventually, it can walk upright, pursue new hobbies and learn languages.
  • Voluntary Shapeshifting: Nekomatas can flawlessly mimic the appearance of a human they successfully damage with their bite attack, an ability they use to infiltrate families and destroy them from the inside.

    Burstigeit 
Level: 3
Alignment: True Neutral
Size: Large

  • Day Hurts Dark-Adjusted Eyes: Being bred in the Darklands, burstigeits are sensitive to bright lights. When they travel on the surface, their keepers fit them with blinders or special headgear with darkened lenses.
  • Horse of a Different Color: Some breeders have attempted to breed burstigeits that could serve as war mounts.

    Centaur 
Level: 3
Alignment: Any
Size: Large

Large, monstrous beings that possess human-like upper halves on the bodies of horses (or other creatures).


  • Noble Savage: Theirs is an ancient, aloof culture that struggles to come to terms with the modern world — perhaps because of their habit of summarily running off anybody who enters their lands.
  • Our Centaurs Are Different: The classic half-human, half-horse centaurs depicted as free-spirited, nature-loving beings living in the wilderness. Some tribes have horse heads as well as lower halves.
  • Red Oni, Blue Oni: Filled with wanderlust and competitive spirit, they are the Red to the artistic, detached Blue of the elves (the humanoid race with whom they interact the most).

    Ceratioidi 
Level: 3
Alignment: True Neutral
Size: Medium

Anglerfish-like Fish People who live in deep ocean trenches.


  • Bizarre Sexual Dimorphism: Much like real anglerfish. The large, stocky humanoid fish are the females, while males are intelligent parasitic eels the size of a rat. Combined, they can use both their minds to share the body, which means they can wield two weapons with no penalties and have an easier time multiclassing.
  • Fish People: With the twist that they're based off of deep-sea anglerfish specifically, complete with the extreme sexual dimorphism and the glowing lures.
  • Luring in Prey: They can use the glowing lures growing from their heads to mesmerize other creatures. Someone entranced by a ceratioidi's lure will stare at it in stupefied fascination, even if there were fighting its owner moments before, until the ceratioidi actually attacks them.

    Chickcharney 
Level: 3
Alignment: True Neutral
Size: Small

  • Winds of Destiny, Change!: A chickcharney can grant good luck to those it deems worthy of its gifts, and a scratch from its beak or claws can inflict a curse of misfortune.

    Chupacabra 
https://static.tvtropes.org/pmwiki/pub/images/chupacabra_pathfinder.png
[[caption-width-right:300:2E]
Level: 3
Alignment: True Neutral
Size: Small

Notorious predators that suck the blood of their prey.


  • Chupacabra: They're far more lizard-like than the usual portrayal, but most other traits — chiefly their bloodsucking diets and stealthy nocturnal habits — fit the real-life legend quite closely.

    Cockatrice 
https://static.tvtropes.org/pmwiki/pub/images/cockatrice_02.png
Level: 3
Alignment: True Neutral
Size: Small

Repulsive, reptilian chicken-like creatures with a petrifying bite.


  • Animal Jingoism: Much like in the original myths, cockatrices have a natural enmity with ferrets and weasels, which are immune to their petrifying bite and often plunder their nests, and roosters, which they hate and fear for unclear reasons.
  • Basilisk and Cockatrice: A cockatrice is a repulsive birdlike creature with bat wings whose bite can turn flesh into stone — with the exception of weasels and ferrets, which are immune to their bites. Legend claims that the first cockatrice was born when a cockerel-laid chicken egg was brooded by a toad.
  • Eat Dirt, Cheap: Cockatrices use petrified insects as gastroliths, and gain nutrition from them as they're slowly ground away in their crops.
  • Mix-and-Match Critter: Chickens with bat wings and lizard tails.
  • Monster Organ Trafficking: Cockatrice talons can be used to craft items requiring either flesh to stone or stone to flesh in their creation.
  • No-Sell: Weasels and ferrets are immune to a cockatrice's gaze and often sneak into cockatrice lairs to eat their eggs.
  • Taken for Granite: A victim of a cockatrice's bite is turned into stone. Cockatrices themselves undergo a partial version of this when they grow old and powerful enough to count as mythic creatures — whether through some natural process, absorption of the minerals they eat from the statues of fallen foes or a side-effect of their constant grooming, their beaks, wattles, claws and spikes turn to stone.
  • Weaksauce Weakness: They are terrified of normal roosters for unknown reasons (although it could be because roosters look similar to cockatrices but don't look "quite right").

    Giant Eagle 
Level: 3
Alignment: Neutral Good
Size: Large

  • Giant Flyer: These eagles stand fifteen feet high, have thirty-foot wingspans, and can weigh around five hundred pounds.
  • Horse of a Different Color: They will sometimes permit their allies to ride on their backs, serving as powerful and intelligent flying mounts.
  • Noble Bird of Prey: They're Neutral Good by default, and view themselves as the guardians and protectors of their mountain homes.

    Immolis 
Level: 3
Alignment: True Neutral
Size: Medium

  • Explosive Overclocking: When an immolis acquires a target, it focuses its innate psychic energies in an invisible beam aimed at prey. The sudden influx of energy rapidly accelerates metabolism, spurring the body to produce energy at a dangerous rate. This sudden rush of heat literally cooks the prey internally—innards burst, blood boils, and fat catches fire.
  • Living Weapon: Using torches and carefully shaped brush fires, Wemnora hunters attempt to drive immolises out of their lairs and into boxes with a single, closable window. These boxes are then used as siege weapons: simply point a box at opposing troops, open the window, and let an angry immolis set them ablaze.
  • Why Did It Have to Be Snakes?: Immolises have a deep and paradoxical fear of fire, perhaps because they know how easily any flesh can burn.

    Jiidon 
Level: 3
Size: Tiny

  • Emergency Transformation: When taking damage while transformed into a humanoid, a jiidon can immediately revert to rat form and scurry away.
  • Human Disguise: After eating the discarded fingernails of a humanoid, a jiidon can assume the shape of the clippings' owner.
  • Morphic Resonance: After taking humanoid forms, jiidons resemble their subject in all of the obvious and superficial ways, with several subtle differences. Their ears are a little larger and sometimes come to a small point. Their teeth continue to grow for their entire lifetimes and must be filed down by chewing. Whiskers grow from the sides of their faces and require daily trimming.

    Kirrix 
Level: 3
Alignment: True Neutral
Size: Large

The result of generations of riding rat husbandry combined with regular infusions of alchemical cocktails by particularly inventive ratfolk.


  • Breath Weapon: They can use up their store of a disease to spray a cone of infection that exposes others to it, even if the disease wouldn't normally be contracted through inhalation or skin contact.
  • Extreme Omnivore: They can eat diseases, usually by eating them off objects or out of the air. They can harmlessly digest and destroy them or save them for later use.
  • No-Sell: They're completely immune to disease, a necessity given the purpose they were created for.
  • Plague Doctor: A kirrix can consume diseases off of objects, rendering the object harmless. If they ingest an infected victim's blood, they can create an antiplague secretion they can apply to others.
  • Plague Master: A kirrix can harmlessly store up to two different diseases it's exposed to within a specialized organ in its throat and expose others to them through its bites, even if the stored disease isn't one that can usually be transmitted through wounds.
  • Vertebrate with Extra Limbs: Kirrix have six legs thanks to mutations from all the alchemical treatments.

    Pard 
Level: 3
Alignment: Chaotic Neutral
Size: Medium

  • Telepathy: Pards can transmit complex emotions and basic ideas to other pards. When interacting with other creatures, they can only convey simple emotions.

    Pegasus 
Level: 3
Alignment: Chaotic Good
Size: Large

  • Pegasus: Standard winged horses, usually white, and popular flying steeds for heroes.

    Seru 
Level: 3
Alignment: Neutral Evil
Size: Small

A seru is type of telepathic venomous snake with the wings of a bat.


  • Familiar: Evil spellcasters with the right feat and a high enough level can gain a seru as a familiar.
  • Super Spit: They can spit venom like a spitting cobra.

    Shasalqu 
Level: 3
Alignment: True Neutral
Size: Small
While some reptiles bask in the sun's warm embrace to raise their body temperature, a shasalqu is ravenous in its search of warmth. Even in the deserts of the Inner Sea region, it never seems to have enough heat. Instead of just relying on the sun, a shasalqu gathers energy by sapping the heat from the air (and creatures) around it. Their stats can be found in Mummy's Mask: The Half Dead City, Bestiary 5, or online here.
  • An Ice Person: A shasalqu gathers energy by sapping the heat from the air around it, and uses the intense cold generated from this heat absorption to trap its prey.
  • Immune to Fire: Fire does not harm a shasalqu; instead, the shasalqu absorbs the fire and gains temporary hit points.

    Trollhound 
https://static.tvtropes.org/pmwiki/pub/images/troll_trollhound.png
Level: 3
Alignment: True Neutral
Size: Medium

  • All Trolls Are Different: The first trollhounds were the result of occult experimentation on wargs with alchemically prepared troll blood in the hope of creating an ooze with limited regeneration. The few survivors lost their cunning and intelligence in exchange for a troll's voracious appetite and ability to regenerate. Trollhounds have been described as trolls in canine form, and understand on an instinctual level their kinship with trolls.
  • Healing Factor: Trollhounds have the same regenerative abilities trolls do.
  • Weak to Fire: Fire, which nullifies their regeneration, is one of the most effective tools against trollhounds; canny hunters know to burn every last piece of a supposedly slain trollhound.

    Ulgrem-Lurann 
Level: 3
Alignment: Chaotic Neutral
Size: Large

  • Fossil Revival: Although Ulgrem-Axaan, the last surviving member of this species, is undead, it is possible to purify and save the life inside its clutch of eggs, allowing them to hatch without the taint of undeath and bringing back the species from extinction.
  • Shock and Awe: An Ulgrem-Lurann's bite unleashes an electrical discharge.

    Unicorn 
Level: 3
Alignment: Chaotic Good
Size: Large

  • The Medic: Unicorns have access to cure light wounds and cure moderate wounds as inborn spell-like abilities, and gladly use them to heal allies, friends and innocents.
  • Touch the Intangible: Unicorn horns innately function as ghost touch weapons, allowing them to directly interact with spiritual entities.
  • Unicorn: Snow-white horses with goatlike beards and a golden, spiraling horn in the middle of their foreheads. They're benevolent and heroic creatures, can cleanse poison with their magic and favor unspoiled woodlands as their homes.
  • Winged Unicorn: It's not unheard of for half-celestial unicorns to have enormous feathered wings.

Level 4

    Amelekana 
https://static.tvtropes.org/pmwiki/pub/images/amelekana.png
Level: 4
Alignment: True Neutral
Size: Large

  • Acid Attack: The amelekana's amoeba symbiotes use their acidic coating to dissolve prey and absorb nutrition.
  • Sensor Character: Amelekanas have a psychic sense for nearby living creatures.
  • The Symbiote: The amelekana is a symbiotic community of two separate organisms, neither of which can live without the other. When hunting, the amelekana launches blobby amoebae at prey. These amoebae act as external digesters for the stomachless amelekana. Once the amoebae have had their fill, the amelekana slurps them back up, protecting them inside its body in exchange for a portion of nutrients.

    Aranea 
Level: 4
Alignment: True Neutral
Size: Medium

Spider-like creatures with a fondness for magic and the power to assume a specific humanoid form.


  • Voluntary Shapeshifting: A limited example. Araneas can alternate between a giant spider form, a human form and a hybrid form, but each of these three is set for each individual — an arenea, for instance, can only take "her" human form, not any human appearance she pleases.

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

  • Anti-Regeneration: The barghest's claws can induce an unhealing wound curse, whose recipient cannot regain Hit Points except via magic.
  • Breath Weapon: Some greater barghests develop the ability to exhale clouds of toxic gas.
  • Hellhound: Barghests are canine beasts who hunt for the thrill of the chase and the fear they create within their prey.
  • Supernatural Fear Inducer: A handful of barghests resort to learning magical methods of causing fear directly, though they find such fear hollow and unsatisfying.
  • Voluntary Shapeshifting: They can take on the form of a humanoid or dog at will. Each individual barghest has only one humanoid form and one dog form. Typical barghests often hide in these forms, only taking their true forms to frighten their prey and exult in the hunt.

    Chemosit 
Level: 4
Alignment: True Neutral
Size: Large

  • Brain Food: Should a chemosit kill an enemy with a coup de grace attack, it breaks open the creature's skull and devours what's inside to invigorate itself.
  • Our Cryptids Are More Mysterious: Chemosit is an alternate name for the Nandi bear, a Central African cryptid.

    Devilfish 
Level: 4
Alignment: Neutral Evil
Size: Large

  • No Biological Sex: Devilfish reproduce asexually by disgorging clutches of their young.
  • Sea Monster: The largest devilfish can dwarf the greatest megalodons and sink warships with a tug of one tentacle.
  • The Unintelligible: A devilfish has a tendency to mix languages together, making it somewhat difficult to understand for anyone who doesn't speak all of these languages.

    Ercinee 
Level: 4
Alignment: True Neutral
Size: Large

  • Bioluminescence Is Cool: Ercinee are infused with a magical luminescence that causes the tips of their feathers to emit green light.

    Gargoyle 
https://static.tvtropes.org/pmwiki/pub/images/gargoyle_pathfinder.png
2E
Level: 4 (standard), 9 (four-armed), +1 for gemstone gargoyles
Alignment: Chaotic Evil
Size: Medium

Ridiculously patient and sadistic ambush predators. They're monstrous humanoids in 1E, but are reclassified as beasts in 2E.


  • Breath Weapon: They don't usually have one, but mythic-tier gargoyles gain acid spit, while mythic-tier kapoacinths (aquatic gargoyles) breathe lightning.
  • Crystalline Creature: While most gargoyles have skin resembling rough or smooth stone, a few have the faceted, shining appearances of gemstones; most such gargoyles resemble amethyst, opal, topaz or sapphire, but emerald, ruby and diamond variants are also known. Gemstone gargoyles are stronger and smarter than common rock gargoyles, and usually rise to positions of leadership in their tribes.
  • Living Statue: A gargoyle at rest is almost entirely undistinguishable from a regular, inanimate statue until it grinds to life at night to stalk the city for hapless victims, and they don't age some much as erode. The sculpted, well-formed gargoyles that most are familiar with are a variety especially adapted for city life, having come to mimic statues as closely as possible for camouflage — wild gargoyles are much craggier and more irregular, resembling juts of weathered stone more than anything else.
  • Sadist: Gargoyles don't need to eat particularly often: the majority of their hunts are not done for food, but to enjoy the terror and despair of their victims. They favor hunting sapient beings over animals because the former express more interesting reactions than raw animal panic, and seem to take particular enjoyment from the agony they inflict once they catch their prey.
    [...]gargoyles have been known to feed upon fallen foes while they are still alive, grinning toothily and swaying in ecstasy to the victim's horrified screams.
  • Shout-Out: One group of gargoyles, the Blind Angels of Oppara, resemble blindfolded angel statues and are cursed to be only be able to move when no-one is looking at them. It's not difficult to see how they're inspired by the Weeping Angels from Doctor Who.
  • Underground Monkey: Numerous gargoyle variants exist, including aquatic kapoacinths, arctic gargoyles adapted for camouflage on snowy rocks and with cold resistance, forest gargoyles with bark-like skin, rare and powerful gemstone gargoyles, obsidian gargoyles with razor-sharp claws and fire resistance, desert-dwelling sandstone gargoyles, and waterspout gargoyles capable of shooting jets of water from their mouths.

    Gau Cho Rong 
Level: 4
Size: Small

  • Bears Are Bad News: Hungry hollow bears writhe and whimper, luring sympathetic victims or opportunistic hunters. As prey approaches, other gau cho rongs drop down from the boughs above and rake victims with their long, hooked claws.
  • Killer Rabbit: Easily mistaken for sun bears, gau cho rongs resemble adorable little cubs when glutted but turn into terrors when they begin to hunger and hollow. Once they’ve finally eaten their fill, the gau cho rongs revert to their disarmingly endearing state.

    Kadlaka 
Level: 4
Alignment: Lawful Neutral
Size: Medium

  • Bird People: Kadlakas are strong, lanky humanoids with raven-like features.
  • A Form You Are Comfortable With: Because a kadlaka's natural form might frighten humanoids, they often take on the guise of another biped to gain information and pass on warnings.
  • Shock and Awe: Kadlakas wield potent magical powers over thunder and lightning.

    Kaicharek 
Level: 4
Alignment: Neutral Evil
Size: Large

  • Combat Tentacles: The tips of a kaicharek's tentacles are covered in serrated bone blades. In battle, the kaicharek lashes out with these tentacles and bites, attempting to grapple its prey.

    Kamadan 
Level: 4
Alignment: Neutral Evil
Size: Large

  • Forced Sleep: A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes.
  • An Ice Person: The breath weapon of a polar kamadan is particularly cold.
  • Poisonous Person: The six snakes sprouting from a dust kamadan's shoulders have a venomous bite.

    Karkadann 
Level: 4
Alignment: True Neutral
Size: Large

  • Blood Knight: Karkadanns are wild and ferocious fighters, never back down from a challenge, and eagerly seek new combats to throw themselves into.
  • Impaled with Extreme Prejudice: In combat, karkadanns favor using their horns as goring weapons with which to impale their foes.
  • Unicorn: They're inspired by the unicorn-like beast of the same name from Central Asian myth; physically, they resemble unicorns colored like oryx antelopes (or alternatively orixes with a single unicorn-like horn), share their ability to purge other creatures of poison, and maintain the fierce and aggressive natures of unicorns from Classical Mythology. Some speculate In-Universe that karkadanns are a type of unicorn, but the karkadanns themselves find this an insulting thought.

    Kerakinsi 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kerakinsi.PNG
Level: 4
Alignment: Neutral Evil
Size: Medium

Native to the Sodden Lands and perfectly at home within storms, kerakinsis raid settlements for supplies as much as entertainment. Their stats can be found in '"Seers of the Drowned City'' or online here.


  • Official Fan-Submitted Content: The kerakinsi was created by Nicholas Wasko as part of Paizo's RPG Superstar competition in 2015.
  • Shock and Awe: They can store up electricity and release it in a blast of lighting around them, complete with accompanying sonic blast from the thunderclap. They can also fire this electricity as a bolt at another willing kerakinsi, granting it much more range and significantly increasing the damage dealt to any creature caught between the two.

    Kushtaka 
Level: 4
Alignment: Neutral Evil
Size: Large

  • Human Disguise: Kushtaka can disguise themselves as humanoids to convince their targets to follow them away to a kushtaka village.
  • Was Once a Man: Kushtaka propagate by luring a humanoid away to their village, where they slowly begin to change, bit by bit, until their body transforms fully into that of a kushtaka and ejects their soul.

    Peryton 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • Mix-and-Match Critters: Essentially, they're stags with the tails, wings and hind legs of birds of prey and the head of a wolf.
  • Our Perytons Are Different: They're evil, ferocious monsters with the basic anatomy of Borges' original creations, but with the heads of wolves. They are fond of eating humanoid flesh, especially hearts. They are also known for their extremely violent mating rituals, which usually result in the male peryton's demise.

    Poracha 
Level: 4
Alignment: True Neutral
Size: Medium

    Sea Cat 
Level: 4
Alignment: True Neutral
Size: Large

  • Mix-and-Match Critters: The forequarters of a large cat and the hindquarters of a fish. They tend to be more fish than cat, as even the feline portions have fins, scales and catfish-like barbels.

    Sha 
Level: 4 (normal), 6 (Set beast)
Alignment: Lawful Evil
Size: Medium
Once more prominent in Ancient Osirion, shas are favored creatures of the god Set, and faded scrolls detailing the past of Osirion refer to more powerful versions of these creatures the people called Set beasts. Considered heralds of the dark god Set, shas stalk the deepest deserts, only skirting the edge of civilization. Their stats can be found in Mummy's Mask: Empty Graves, Bestiary 5, or online here.
  • Red Eyes, Take Warning: A sha's menacing eyes glow red. Explorers report that seeing these eyes in the dark night is the only indicator of an impending attack.

    Skeltercat 
Level: 4
Alignment: Chaotic Evil
Size: Medium

  • Loud of War: A skeltercat can release a terrifying cry that causes all creatures that hear it to panic.
  • Partial Transformation: A skeltercat can alter portions of its body in order to give itself access to certain abilities.
  • Tail Slap: The skeltercat can cause its tail to grow thick and clublike to be used as a weapon.
  • To Serve Man: Skeltercats display a distinct preference for humanoid prey.

    Sun Falcon 
Level: 4
Alignment: Lawful Neutral
Size: Tiny
Sun falcons are birds of omen in Osirion, with a reputation that goes back to the days of the nation's most ancient gods. In many myths and stories, sun falcons act as the eyes of many deities, though most commonly for Ra, who considers these birds to be among his holy creatures on Golarion. Their stats can be found in Mummy's Mask: The Half Dead City or online here.
  • Light 'em Up: A sun falcon radiates heat and light with the intensity of the noonday sun. By spreading its wings wide, a sun falcon can blast an intense wave of heat and light.

    Voonith 
Level: 4
Alignment: Chaotic Neutral
Size: Small

  • Gallows Humor: Vooniths have a dark sense of humour, and like violent poems or grisly jokes. Punch lines in which non-voonith creatures meet gory and ironic fates are the most entertaining to vooniths.

Level 5

    Basilisk 
https://static.tvtropes.org/pmwiki/pub/images/basilisk_7.png
Level: 5
Alignment: True Neutral
Size: Medium

Eight-legged reptiles with a nasty disposition and a gaze that can turn living creatures to stone.


  • Basilisk and Cockatrice: The basilisk is a reptile with the ability to turn creatures to stone with a glance; weasels and ferrets, however, are immune to a basilisk's petrifying gaze, and take advantage of this to sneak into basilisk lairs to devour their eggs and young.
  • Deadly Gaze: A basilisk's gaze can turn its targets — except weasels and ferrets — into stone.
  • Eat Dirt, Cheap: Basilisks eat the creatures they petrify, but this process is inefficient.
  • Monster Organ Trafficking: Basilisk eyes can be used to craft items requiring either flesh to stone or stone to flesh in their creation.
  • No-Sell: Weasels and ferrets are immune to a basilisk's gaze and often sneak into basilisk lairs to consume young when the parent is hunting.
  • Taken for Granite: A victim of a basilisk's gaze is turned into stone.
  • Vertebrate with Extra Limbs: A reptile with eight legs.

    Buraq 
Level: 5
Alignment: Neutral Good
Size: Large

  • Beast with a Human Face: A buraq has an equine body with a pure white coat, and a human head instead of a horse head.
  • Horse of a Different Color: Buraqs sometimes serve as steeds to devout servants of the celestial realms.
  • Only the Chosen May Ride: Although they can carry a rider, buraqs cannot be trained as mounts. They are intelligent and choose for themselves whether to accept a rider, usually a particularly devout and pure person of good alignment who the buraq feels is worthy of its companionship and protection.

    Deadfall Dweller 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_deadfall_dweller.PNG
Level: 5
Alignment: True Neutral
Size: Large

Deadfall dwellers are dangerous ambush predators most commonly encountered in the old forests and forgotten marshes of eastern Avistan. Their stats can be found in Tears at Bitter Manor or online here.


  • Acid Attack: The deadfall dweller's acidic mucus paralyses the prey in its tracks.
  • Chest Burster: Deadfall dwellers reproduce by immobilising prey with repeated applications of acidic spray, then implanting a clutch of eggs within the host. The larval dwellers keep their host immobile while they absorb moisture from its body. After the dwellers grow in size, they emerge from the husk of their host.
  • That's No Moon: Deadfall dwellers are dangerous ambush predators most commonly encountered in the old forests and forgotten marshes of eastern Avistan. They make their homes among fallen stands of trees, where they fold their many sticklike legs under themselves, collapsing against large tree trunks or simply lying on the ground. When a warm-blooded creature happens by, a deadfall dweller straightens its legs to pursue.

    Goldpebble 
Level: 5
Alignment: True Neutral
Size: Large

  • An Ice Person: Most goldpebbles can cause the water around them to grow extremely cold. When a clutch of eggs hatch, the young goldpebbles sometimes unintentionally flash-freeze their nursery pool.
  • Poisonous Person: A goldpebble's fangs inflict a dangerous venom that turns blood to water.

    Grodair 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

  • Flying Seafood Special: They resemble giant, tentacled lionfish that swim through the air, carrying the water they need for breathing in an extradimensional space within their bodies.
  • Hammerspace: One of the grodair's organs is an extradimensional space capable of storing thousands of gallons of water. Grodairs can create a suitable environment for themselves anywhere by releasing the water, and sucking up all the water back up when they want to move.

    Ichthyocentaur 
Level: 5
Alignment: True Neutral
Size: Large

  • Our Centaurs Are Different: An ichthyocentaur has the upper body of a humand and the lower body of two hoofed forelegs trailing into a fish tail.

    Leucrotta 
Level: 5
Alignment: Chaotic Evil
Size: Large

  • Heinous Hyena: They're Chaotic Evil hyena-like beasts with cloven, deer-like hooves. They are rumored to be descended from regular hyenas and demons, enjoy extensively tormenting their prey before going in for the kill, and are known to take over and lead groups of other evil hyena-like monsters, such as gnolls and the leucrottas' degenerate, animalistic kin, the crocottas.

    Mirror Serpent 
Level: 5
Alignment: True Neutral
Size: Large

  • Attack Reflector: When a spell that targets a mirror serpent fails to penetrate its spell resistance, the mirror serpent can reflect that spell back onto the caster or another creature.
  • Born-Again Immortality: Mirror serpents don't permanently die unless their remains are purposefully destroyed to prevent rebirth. Each mirror serpent carries within its body an egg that holds the seed of its next life. If a mirror serpent is killed, this egg decays, but if it dies naturally, its soft tissue is absorbed into the egg. If the egg remains intact after 13 months, it hatches into a young mirror serpent, which has its own personality, but keeps some echoes from the previous incarnation.
  • Invisible Monsters: A mirror serpent has the ability turn its body transparent until it makes an attack.

    Ore Louse 
Level: 5
Size: Medium

  • Metal Muncher: Ore lice feed on creatures of living metal, like metal elementals or other ore lice.
  • Monstrous Cannibalism: Cannibalism between ore lice is common when they're unable to hunt other prey.
  • Mooks Ate My Equipment: An ore louse can cause metal, including equipment, to rapidly rust and corrode.
  • Walk on Water: The ore louse can stand and move on the surface of liquids without falling through.

    Giant Owl 
Level: 5
Alignment: Lawful Neutral
Size: Huge

  • Giant Flyer: Owls as big as giants — in fact, bigger than some types of giant.

    Rat King 
Level: 5
Alignment: True Neutral
Size: Small

  • Body of Bodies: A rat king is composed of no fewer than half a dozen rats knotted together at the tail.
  • Rat King: This creature is the traditional version consisting of a tangle of diseased rats with their tails knotted together. They're smarter than normal rats (although still quite dim by human standards) and can communicate with them. They also carry disease, and make the diseases carried by other rats harder to resist.

    Rompo 
Level: 5
Alignment: True Neutral
Size: Medium

    Sand Wolf 
Level: 5
Alignment: True Neutral
Size: Large

  • Elemental Shapeshifter: A sand wolf can discorporate into a cloud of whirling sand to bypass obstacles or collapse itself into a pile of sand to dodge an attack.
  • Magic Music: Sand wolves' beautiful, haunting, wordless songs evoke both the strength of the earth and the power of wind to erode it. This music is considered high entertainment among djinn who inhabit the Plane of Air.
  • Sentient Sands: The sand wolf is an elemental creature which dwells in the sandy deserts of elemental earth.

    Selkie 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

  • Human Disguise: Selkies can take the shape of humanoids and live among other species before luring their prey to the water to drown.
  • Selkies and Wereseals: In its natural form, a selkie has the lower body of a seal, webbed, clawed hands, and a face that blends human and seal features. Although capable predators, they are best known for their ability to take the guise of land dwellers.

    Sigbin 
Level: 5
Alignment: Neutral Evil
Size: Small

  • Cassandra Truth: Most adults tend to ignore children's cries about sigbins, dismissing them as overactive imaginations or attention-seeking, allowing sigbins to continue their hunts uninterrupted.
  • Invisible Monsters: Sigbins can become almost imperceptible simply by standing stock still, but this power works only against adults; for whatever reason, children and young animals can see the invisible sigbins.

    Siren 
Level: 5
Alignment: Chaotic Neutral
Size: Medium

  • Bird People: Sirens have the bodies of hawks, owls or eagles, and the heads of beautiful human women.
  • One-Gender Race: All sirens are female and require male humanoids to mate.

    Spider Eater 
https://static.tvtropes.org/pmwiki/pub/images/spider_eater_pathfinder.jpg
[[caption-width-right:300:1E]
Level: 5
Alignment: True Neutral
Size: Large

    Tizheruk 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_tizheruk.png
Level: 5
Alignment: True Neutral
Size: Large

The vicious tizheruk is a foul freshwater predator that wreaks havoc in the lakes and rivers it inhabits. Their stats can be found in Tears at Bitter Manor, Bestiary 5, or online here.


  • Fiendish Fish: Tizheruks are voracious ambush predators whose transparent flesh means you likely won't see them until their jaws close on you. Their appetites are also great enough to cause considerable damage to the ecosystems they inhabit.
  • Multipurpose Tongue: A tizheruk's long tongue, typically kept coiled in its throat, can shoot out to grab prey and drag into the fish's jaws.
  • Official Fan-Submitted Content: The tizheruk was created by a participant in Paizo's RPG Superstar 2013 event.

    Uraeus 
Level: 5
Alignment: Lawful Good
Size: Medium

    Winter Wolf 
Level: 5
Alignment: Neutral Evil
Size: Large
A breed of larger, more intelligent and more powerful wargs found in the far north of the world, distinguished by their snow-white fur and ice powers.
  • Breath Weapon: They can exhale a blast of frigid air.
  • Canis Major: An average winter wolf is the size of a bear.
  • Fantastic Racism: They have very low opinions of both regular wargs, which they see as dull-witted beasts — in mixed packs, wargs are always subordinate to winter wolves — and humanoids, whom they see as little more than food. They get along fairly well with werewolves, though.
  • Horse of a Different Color: Winter wolves are big enough to easily serve as mounts for orcs and hobgoblins if they so desire.
  • An Ice Person: They're immune to cold damage, and can breathe preternaturally cold air as an attack.

Level 6

    Ahuizotl 
Level: 6
Alignment: Neutral Evil
Size: Large
Predators who lure prey by mimicking the sounds of humanoids in distress.
  • Voice Changeling: An ahuizotl can perfectly mimic the sound of humanoid sobbing and can even attempt to mimic voices it has heard.

    Bauble Beast 
Level: 6
Alignment: True Neutral
Size: Large

  • All That Glitters: Bauble beasts create false jewellery as a byproduct of their bizarre magical digestive systems. After passing the forgery, a bauble beast polishes and reshapes the item to make it more convincing. This forgery fools laypeople, but it's infamous among merchants. Merchant training usually includes a brief course on detecting bauble beast jewellery's subtle but distinctive sweet smell.

    Cytillipede 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_cytillipede.PNG
Level: 6
Alignment: True Neutral
Size: Large

The result of dero experimentation with giant centipedes and cytillish fungus, these creatures serve as guards and mounts for their masters.


  • Laser-Guided Amnesia: They have a venom that erases your really short term memory (making you forget what happened in the last couple rounds). In "No Response From Deepmar" (The module the originally show up in) the dero controlling them have also cooked up a highly concentrated form of their venom which wipes the last 8 hours of a person's memory.

    Death Worm 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_death_worm_leviathan.jpg
A death worm leviathan
Level: 6 (normal), 11 (leviathan)
Alignment: True Neutral
Size: Large (normal), Gargantuan (leviathan)

Large burrowing predators found in various deserts and plains.


  • Alien Blood: It's highly corrosive and will melt weapons that injure it.
  • Ape Shall Never Kill Ape: Instinct prevents the ravenous young from feeding on each other.
  • Badass on Paper: Played with. According to tavern legend and word-of-mouth stories, death worms can paralyze with a glance, shoot fire from their tails, and split in two. While such stories aren't true, the ones about them spitting acid, shooting lighting, poisoning with a touch, and killing with their blood actually are.
  • Be Careful What You Wish For: A myth about their origin claims that the first death worm was created when a trio of sisters who despised each other found a genie's bottle and freed the genie within. When granted the customary Three Wishes, one wished for the other two to be struck down by lightning, one for her sisters to be killed with acid, and the third for her kin to die of poison. The genie responded by creating a monster that could deal all three types of damage, which killed the three sisters and then burrowed away.
  • Born Winner: Death worm leviathans don't become that way through diet or age, they're just born that way.
  • Cult: Some form cults around death worms. Such cults sacrifice others to their subterranean masters, ritually scar themselves (or others) with acid, poison, or lightning, and may even remove their eyes and graft large worms into the sockets. They're also recognized by some Rovagug cults that claim they're the spawn of Chemnosit, the Monarch Worm.
  • Deadly Gas: Breaking open a death worm egg releases toxic fumes, proving they don't even have to be born to kill you.
  • Dumb Muscle: Powerful and dangerous, but they have the absolute minimum Intelligence a creature can have while still being considered smarter than an animal.
  • Eye of Newt: The skins they shed as they grow to adulthood are useful ingredients for several poisons and spells. Because death worms only shed three or four times and the skins disintegrate within a few days, they're also very rare as ingredients, and thus highly prized. This can be used to determine if death worms are nearby as patches of plant life in otherwise barren areas are often signs of death worm tunnels, with the highest concentrations of plant life in such areas being around the entrances to their burrows.
  • Fertile Feet: A (footless) variant. The sulfur in their sheen is conducive to plant growth and makes the ground above their tunnels more fertile.
  • Food Chain of Evil: Death worms are powerful beasts and aren't choosy about their prey; as a result, other desert-dwelling monsters such as gnolls, lamias and jackalweres are as likely to find themselves on the death worms' menu as regular animals and humanoids are. Even drakes and yrthaks are suitable prey if they fly too low. In turn, death worms fall lower on the food chain than certain breeds of giant scorpions and desert-dwelling dragons.
  • Hermaphrodite: Death worms are hermaphrodites, so any two can mate and fertilize each other's eggs.
  • Horse of a Different Color: While no one has ever been confirmed to have tamed a death worm, let alone having ridden one, legends persist about folk heroes who tamed or befriended the beasts and rode them into battle.
  • Hulk Speak: Some claim they can speak simplistic, broken Terran. As few tavern goers and rumor mongers can speak the language, it's as hard to verify as anything else about them, which some joke is why it was chosen in the first place. In actuality there's some truth to the myth, as they understand Terran but cannot speak it. Death worm leviathans actually can speak it as well as understand it, but their low Intelligence means this is the limit of their conversation skills.
  • Human Sacrifice: Some villages will stake criminals and other undesirables out in the desert in hopes of keeping the death worms well fed enough they don't turn towards them as a meal.
  • King Mook: Death worm leviathans are much larger than normal death worms and have the same powers on a much more formidable scale.
  • Know When to Fold 'Em: They're smart enough to identify particularly formidable beings and avoid fights they don't think they can win. They'll also flee if a fight turns against them, burrowing back into the ground to safety.
  • Our Cryptids Are More Mysterious: Based off the stories about the Olgoi-khorkhoi, also known as the Mongolian Death Worm. They're cryptids in-universe too, mostly talked about in rumors and stories with additional exaggerations to their actual capabilities to make the stories more dramatic.
  • Poisonous Person: Merely touching their skin exposes others to their toxin and their bite carries it as well. The toxin on their skin also rubs off on their burrows and creatures that touch the waxy sheen of their tunnel walls take acid damage.
  • Sand Worm: Enormous, wormlike predators that burrow through soil and sand, before erupting from the ground to attack prey walking above. Downplayed, as they do spend a lot of their time, chiefly at night, hiding aboveground among rocks and scrub instead.
  • Shock and Awe: Death worms can shoot lightning from their maws.
  • Super Spit: They can spray a line of acid from their mouths.
  • Tunnel King: They secrete a way and slightly toxic substance called sheen, which hardens the walls of their tunnels and cause they to hold their shape for days unlike the short-lived tunnels of most creatures.

    Delgeth 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_delgeth.PNG
Level: 6
Alignment: True Neutral
Size: Medium

The delgeth is a unique breed of ungulate native to magical forests and places where the line between the natural and the supernatural is blurred. Their stats can be found in Tears at Bitter Manor, Bestiary 5, or online here.


    Girallon 
Level: 6 (girallon), 9 (high girallon)
Alignment: True Neutral (girallon), Chaotic Evil (high girallon)
Size: Large

  • Deal with the Devil: Legend has it that the first girallons were originally people who called on demon lords to gain great strength, in the process abandoning their humanity.
  • Killer Gorilla: The girallon is an aggressive, territorial, strong and dangerous gorilla-like carnivore. Their four arms can inflict incredible damage on anyone or anything they perceive as intruders.
  • Monster Lord: High girallons often become leaders of huge troops of their less intelligent kin.
  • Multi-Armed and Dangerous: A girallon has four muscular arms.
  • Nonhuman Humanoid Hybrid: High girallons have been known to breed with orcs, giving rise to four-armed white orcs.

    Gloomwasp 
https://static.tvtropes.org/pmwiki/pub/images/gloomwasp.png
Level: 6
Alignment: True Neutral
Size: Small

Gloomwasps are the result of giant vermin exposed to the flesh-altering radiations of the Darklands, becoming vibrantly colorful if highly toxic additions to the strange ecosystem that thrives below Golarion’s surface.

Their stats can be found in Down the Blighted Path or online here.


  • Light 'em Up: They can emit beams of ultraviolet light and control the luminosity of other light sources.
  • See the Invisible: They have see invisibility running constantly as a spell-like ability.

    Hodag 
Level: 6
Alignment: True Neutral
Size: Large

    Karkinoi 
Level: 6
Alignment: Chaotic Evil
Size: Large

Giant brutish beings who attack all who cross their paths and eat the bodies.

Their stats can be found in Bestiary 4 or online here.

Karkinoi Brood Swarm

https://static.tvtropes.org/pmwiki/pub/images/pathfinder_karkinoi_brood_swarm.PNG
Level: 4
Alignment: Chaotic Evil
Size: Tiny [swarm]

Swarms of newly hatched karkinoi.

Their stats can be found in Plunder & Peril or online here.


  • Enfant Terrible: They're basically children, but they're just as bloodthirsty as the adults and even more voracious.

    Kurnugian Jackal 
Level: 6
Alignment: Chaotic Evil
Size: Medium

  • Extra Eyes: A Kurnugian jackal has a third eye on its forehead.
  • Hypnotic Eyes: A Kurnugian jackal's third eye can hypnotise a victim, who often proceeds to be led into the wilderness and then released, lost with no memory of how they got there.

    Manticore 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_manticore.png
Level: 6
Alignment: Lawful Evil
Size: Large

Ferocious chimeric predators that live in desolate wildernesses.


  • Girls with Moustaches: Female manticores with human heads grow beards the same as males; likewise, lion-headed females sport full manes.
  • Hybrid Monster: Manticores can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes and chimeras. The offspring of a manticore with a magical beast is the same species as the non-manticore parent, with spiked tails.
  • Mix-and-Match Critters: They have the bodies of lions, with human faces, batlike wings and spiked tails.
  • Our Manticores Are Spinier: Lionlike monsters with either lion or human heads, razor-sharp teeth, bat wings and tails covered in spikes that can be launched in deadly volleys.
  • Spike Shooter: Manticores can launch the spikes on their tails like projectile weapons.

    Mpeshi 
Level: 6
Alignment: True Neutral
Size: Large

  • Chain Lightning: A buzzing static electricity surrounds the mpeshi, causing all electricity damage to arc to a random adjacent creature.
  • Horn Attack: Electricity arcs around a mpeshi's sharp horns, which it can use to both batter and gore.

    Shimmernewt 
Level: 6
Alignment: Chaotic Neutral
Size: Medium

  • Beastly Bloodsports: Some underground rings host shimmernewt fights. Strolling down the docks of any port town in Holomog for a few minutes provokes whispered invitations to these fights. Though many decry these fights as inhumane, each time a ring is shut down, another pops up sooner or later.
  • Flash Step: A shimmernewt can surge forward so quickly it slips through space, teleporting to a target for an unexpected attack.
  • Mutants: The chaotic energies that have infused the shimmernewt can sometimes manifest in dramatic ways, resulting in mutations.

    Skull Peeler 
Level: 6
Alignment: True Neutral
Size: Small

  • Killer Rabbit: Skull peelers are considered by many to be downright adorable, but are also ferocious predators, capable of hunting prey that much larger carnivores struggle to kill.
  • Off with His Head!: Skull peelers hunt by hanging motionlessly in treetop canopies. When prey approaches, the skull peeler lashes out with its long tongue, severing the creature's head from its body and consuming it.

    Spawn of Kothogaz 
Level: 6
Alignment: Neutral Evil
Size: Large

  • Acid Attack: Spawn of Kothogaz drool a thick, caustic acid which causes equipment and flesh to melt and partially fuse.
  • Big Creepy-Crawlies: These insectile creatures are far bigger than normal insects.
  • Death-Activated Superpower: When a spawn of Kothogaz dies, its foulness seeps into the land, causing non-magical plant life to decay.

    Spiroskek 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_spiroskek.PNG
Level: 6
Alignment: Chaotic Neutral
Size: Medium
These insectile carnivores of Nar-Voth stalk a variety of intelligent prey, and generations of devouring derros, hryngar, and fey has imparted the creatures with a measure of illusory magic. They are clever ambush predators, capable of phenomenal bursts of speed.Their stats can be found in Down the Blighted Path or online here.
  • Big Creepy-Crawlies: The spiroskek is an elk-sized insectoid big enough to prey upon deros and hryngar.

    Taniwha 
Level: 6
Alignment: Chaotic Good
Size: Large

  • Bad Powers, Good People: They have fear causing and memory erasing powers, and the book notes that while such powers are usually seen as evil, the Taniwha mainly uses them to scare enemies away (as well as make them forget so they don't come back) without hurting them.
  • Mix-and-Match Critter: They look like an eel with a crocodile head.

    Glacier Toad 
Level: 6
Alignment: True Neutral
Size: Large

Level 7

    Black Shuck 
Level: 7
Alignment: Chaotic Neutral
Size: Large

  • Cyclops: A black shuck only has a single, glowering green eye.
  • Human Disguise: Black shucks often take advantage of the camaraderie of travellers, changing into human forms and luring lone wanderers into a foggy moor with promises of food, a camp, or simple companionship. Once the victim is lured to the killing ground, the black shuck transforms into its true form.
  • Mugging the Monster: Rarely, a black shuck develops a curious benevolent edge, sometimes taking on the form of vulnerable and lonely travellers to attract robbers and thieves to them.
  • Weather Manipulation: Old shucks gain the ability to cause storms in their home territory.

    Cerynitis 
Level: 7
Alignment: True Neutral
Size: Large
Golden does born to deer who have a deity's favor.

    Chimera 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chimera.png
Level: 7
Alignment: Chaotic Evil
Size: Large

Predators who mix the features of a lion, a goat, and a dragon.


  • Breath Weapon: A chimera has a breath weapon granted from its chromatic dragon head.
  • Classical Chimera: Chimeras are leonine creatures with a lion head, a goat head, and the head and Breath Weapon of any one kind of chromatic dragon; chimeras living in specific environments may have the heads of felines or ungulates native to those areas instead. They were some of the many horrible creations of Lamashtu, the Mother of Monsters, and are believed to originate on the archipelago of Iblydos, a Fantasy Counterpart Culture to Greece. They're vicious, aggressive monsters that haunt the wilderness, and all three heads speak with a single mind. There are also mythic chimeras, the first members of the race to be created, who have the goat heat between their shoulders and snake-headed tail instead of the dragon head; these are the progenitors of their modern, weaker kin, and serve as the female counterparts to the male orthroses, two-headed dogs with snake tails.
  • Hermaphrodite: Chimeras are hermaphroditic, alternating between male and female to match the situations they are in.
  • Mix-and-Match Critters: Huge lions with additional goat and dragon heads and great batlike wings.
    • The specific sort of dragon varies with the environment, granting them different breath weapons, and their other heads likewise tend to vary based on what animals are native to the chimera's specific home. Chimeras native to the arctic or high mountains, for instance, can have the heads of snow leopards or pumas, white dragons, and musk oxen, mountain goats or even walruses. Ones inhabiting swamps and jungles pair black dragon heads with those of tigers, leopards and jaguars.
    • Legendary chimeras, a particularly ancient variety, have no wings, the goat head sprouting from their backs, goat hind legs and the dragon head at the end of their tails.
  • Multiple Head Case: Three in total, one being that of a goat, one that of a lion and one that of a chromatic dragon of any kind. These heads share a single will and act in concert, rather than being three distinct personalities.
  • Underground Monkey: For any given environment, there's likely some variant of chimera native to it, and sporting the heads of predators, ungulates and dragons native to it — go into the arctic, for instance, and you're likely to run into hairy chimeras with the heads of white dragons, polar bears and walruses.

    Dragonne 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dragonne.png
Level: 7
Alignment: True Neutral
Size: Large

  • Catlike Dragons: They're hybrids of brass dragons and lions, with a generally leonine body shape bearing a dragons' scales, wings, tail and horns.
  • Mix-and-Match Critters: They resemble huge lions with the wings, horns, scales and tails of brass dragons.

    Dweomercat 
https://static.tvtropes.org/pmwiki/pub/images/dweomercat.png
Level: 7 (adult), 2 (cub)
Alignment: Chaotic Neutral
Size: Medium (adult), Small (cub)

Four-eyed, magical felines from the First World, dweomercats sometimes cross over into the Universe where planar boundaries are thin. They are particularly infamous for their ability to twist offensive magic to their service.


  • Amazing Technicolor Wildlife: They resemble panthers with purple fur marked with swirling markings and with green teeth.
  • Extra Eyes: They have four.
  • Familiar: Dweomercat cubs are sometimes taken as familiar by powerful spellecasters.
  • Invisibility: They become invisible when targeted by illusion spells.

    Kirin 
Level: 7
Alignment: Lawful Good
Size: Large

  • Breath Weapon: They can breathe fire.
  • Flight: They can naturally cast Wind Walk on themselves to move on the air.
  • Horse of a Different Color: They sometimes serve as intelligent, flying mounts for particularly good and noble heroes.
  • King Mook: Emperor kirins, particularly old, wise and powerful members of their species who have earned the respect of their kin and possess greater magical powers.
  • Kirin: They're Lawful Good creatures resembling stags covered in draconic scales, and spend most of their time galloping on the winds high above the ground. Some knights are able to persuade them to serve them as mounts, an honor only the noble-hearted are granted.
  • Walk on Water: They can walk on the surface of bodies of water as it were solid ground.

    Kravyad 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_kravyad.PNG
Level: 7
Alignment: Chaotic Evil
Size: Large

Creatures born from the residual magic of the Eye of Abdenego after its creation, kravyads are tormented by a perpetual gnawing hunger.


  • Extreme Omnivore: A particularly starving kravyad will resort to eating nearly anything, and its treasure typically consists of swallowed items that it failed to digest.
  • Official Fan-Submitted Content: The kravyad was created by Williams Collins as part of Paizo's RPG Superstar competition in 2015.
  • Shock and Awe: A kravyad is surrounded by an aura of electricity.

    Mngwa 
Level: 7
Alignment: Chaotic Evil
Size: Large

  • The Power of Hate: Mngwas are the incarnation of malevolent jungle spirits, driven by anger directed toward their focus of hate, who has despoiled the jungle or desecrated a sacred site.

    Ngoga 
Level: 7
Alignment: True Neutral
Size: Large

  • Beast of Battle: Ghol-Gani soldiers often trained ngogas to fight alongside them in battle, and modern cyclopes who encounter ngogas inevitably feel a sort of kinship to them.
  • Cyclops: The ngoga is an animalistic offshot of the cyclops.

    Serpopard 
Level: 7
Alignment: Chaotic Neutral
Size: Medium
Desert-dwelling creatures resembling leopards with long serpentine necks. Their stats can be found in Mummy's Mask: Shifting Sands or online here.
  • Arch-Enemy: Serpopards attack most sphinxes on sight, and sphinxes treat serpopards accordingly. Perhaps as a consequence of their antipathy toward sphinxes, serpopards also hate riddles and word games.
  • Long Neck: The serpopard is named as such since it resembles a leopard with a snake-like long neck, which grants it additional reach.

    Shimmerthief 
Level: 7
Alignment: Chaotic Neutral
Size: Medium

  • Abstract Eater: Shimmerthieves feed on light, leaving behind pockets of darkness. A few develop a taste for and the capacity to consume life energy or thought energy, all while keeping the ability to feed on light—and purposely create pockets of darkness to trap and feed on victims.
  • Supernatural Fear Inducer: The shimmerthief's unearthly wail frightens those who hear it.

    Solar Ibis 
Level: 7
Alignment: Neutral Good
Size: Large

  • Light 'em Up: The solar ibis is surrounded by a halo of brilliant light, which sends shards of burning light in all directions when detonated.

    Steam Hog 
Level: 7
Alignment: True Neutral
Size: Huge

Amalgamations of flesh and steel created by fire giants as beasts of war.


  • Attack Animal: They head the front lines of armies of fire giants.
  • Battle Trophy: The armor of a steam hog is usually reforged from the weapons and armor of its vanquished foes, making their armor a sort of record recounting the battles and wars it's fought in. After a steam hog dies, some fire giants keep these sets of armor as heirlooms.
  • Breath Weapon: Steam hogs can snort a cloud of burning steam that lingers and obscures vision.
  • Full-Boar Action: Enormous, armored boar-like beasts known for their foul temper and razor-sharp metallic tusks, and often used as beasts of war by their handlers.

    Suvarden 
Level: 7
Alignment: True Neutral
Size: Large

  • Clock Roaches: Suvardens try to maintain cause and effect with their guidance; if they fail, they let crueller, more powerful creatures like hounds of Tindalos get involved.
  • Winds of Destiny, Change!: A suvarden can interfere with the fate of another creature, pushing one of its actions towards a lucky or unlucky outcome.

    Tiddalik 
Level: 7
Alignment: Neutral Evil
Size: Huge

  • Amphibian at Large: Tiddaliks are giant monstrosities resembling grossly swollen frogs.
  • Villainous Glutton: Upon finding a source of water, the tiddalik submerges itself and begins to drink and drink and drink. Over time, it slurps the water down to the very last drop. The water sustains the tiddalik for years, while the land suffers a great drought. Desperate locals trying to undo a tiddalik's work are met with its gullet or torrents of water.

    Yaoguai 
Level: 7
Alignment: True Neutral
Size: Huge

Level 8

    Baku 
Level: 8 (normal), 11 (dreamweaver)
Alignment: True Neutral
Size: Medium

Creatures that feed on dreams and thoughts.


  • Baku: They're by and large a faithful take on the baku of Japanese folklore, resembling floating, shaggy and tusked tapirs who eat dreams. They're also, as an extrapolation of their association with dreams, mortal enemies of the dream-haunting night hags, and go to great lengths to hunt them down, fight them and prevent them from preying on sleeping minds.
  • Dream Stealer: Like the mythical baku, they feed on dreams. They can choose between eating all of a person's dreams, which causes the dreamer to wake up later exhausted and unrefreshed, or only their nightmares, which grants immunity to nightmare-inducing magic or dream haunting by malicious beings.

    Coeurl 
Level: 8
Alignment: Chaotic Neutral
Size: Large

  • Abstract Eater: Coeurl physiology is dependant on a poorly-understood element called id, which is produced by and contained by living creatures. Without it, they starve to death, just like a normal animal without food or water.

    Feeder in the Depths 
Level: 8
Alignment: Lawful Evil
Size: Huge
Feeders in the depths closely resemble ordinary sharks, but they are faster, stronger, and far more intelligent and malevolent. Over the course of fifteen years, sahuagin priests feed an ordinary shark aquatic humanoids while performing magical rituals to bind dark power and the intelligence of its victims into the animal, creating a feeder in the depths.
  • The Nose Knows: A feeder in the depths can notice creatures by scent in a 180-foot radius underwater, and can detect blood in the water at a distance of up to 1 mile.
  • Threatening Shark: Feeders in the depths are faster, stronger, and far more intelligent and malevolent than normal sharks.
  • Uplifted Animal: Feeders in the depths begin life as ordinary sharks, infused by sahuagin priestesses with malign power and the stolen intelligence of their victims.

    Gammenore 
Level: 8
Alignment: True Neutral
Size: Large

  • Giant Enemy Crab: The gammenore is a crustacean approximately 8 feet wide, and weighs between 2,000 and 3,000 pounds.
  • An Ice Person: A gammenore can force freezing water through pores in its carapace to produce long, sharp spikes of ice.

    Girtablilu 
https://static.tvtropes.org/pmwiki/pub/images/pzo_9082_orchamus_by_caiomm_d7r94sp.jpg
Level: 8
Alignment: True Neutral
Size: Large

  • The Beastmaster: They have a very focused version of the Wild Empathy ability, allowing them to communicate with and direct both normal and giant scorpions.
  • Beware My Stinger Tail: Their scorpion tails give them access to a painful — and poisonous — sting.
  • Scorpion People: They're highly religious scorpion-centaurs inspired by Mesopotamian myth. They have scorpion claws growing from their waists, can control regular scorpions, and guard tombs and holy sites in the deserts of Garund, where they live in devoutly theocratic societies. Their stings, of course, are highly poisonous.

    Lammasu 
Level: 8
Alignment: Lawful Good
Size: Large

  • Shedu and Lammasu: Lammasu have lion bodies, eagle wings, and human heads adorned with flowing beards and regal jewelry. They live in deserts, often among ancient ruins, and are noble defenders of the good and helpless against evil. Lammasu are naturally given to being protective and mentoring of younger and weaker creatures, although they often come across as superior and patronizing.

    Pyropiscis 
Level: 8
Alignment: True Neutral
Size: Large

  • Eat Dirt, Cheap: Pyropiscises derive sustenance directly from molten rock, leaching necessary minerals and volatiles from lava as it passes through their gills.
  • Fiendish Fish: These giant primordial lungfish-like creatures are hostile to all other creatures, and are a recurring bane to miners and excavators.
  • Horse of a Different Color: Some fire giants have been known to ride giant pyropiscises as mounts into battle.
  • Magma Man: Pyropiscises are adapted to living in the depths of volcanoes, and can spit lava as a ranged attack.

    Shalkeshka 
Level: 8
Alignment: True Neutral
Size: Large
A dangerous nuisance in northern Garund, a shalkeshka is a strange burrowing predator that inhabits fertile soil near rivers, oases, and (most destructively) farmland. This creature's anatomy is reminiscent of an insect or some sort of lizard, and when burrowing it tears into the earth with its claws, swimming through sand and soil. Their stats can be found in Mummy's Mask: Shifting Sands or online here.
  • Dig Attack: A shalkeshka can burrow into dirt, sand, or loose soil to lie in ambush 30 feet beneath the surface. It monitors the area above it using tremorsense, awaiting a victim's movement into the area. When it detects prey, the shalkeshka can surge to the surface and bite.

    Shantak 
https://static.tvtropes.org/pmwiki/pub/images/shantak_1e_pathfinder.png
1E
Level: 8
Alignment: Chaotic Evil
Size: Huge

    Stymphalides 
Level: 6 (swarm), 8 (giant)
Alignment: True Neutral
Size: Tiny (swarm), Large (giant)

  • Beak Attack: Stymphalides beaks are supernaturally sharp and can pierce animal hides and armour.
  • Giant Flyer: Giant stymphalides grow up to 13 feet tall and weigh over 250 pounds, with wingspans reaching upward of 25 feet.
  • Razor Wings: The wings of stymphalides are as sharp as knives, enough tp lacerate their prey.

    Su 
Level: 8
Alignment: Chaotic Evil
Size: Medium

  • Psychic Children: Su whelps possess psychic powers that fade with age. By the time they reach their full predatory form, all psychic magic has vanished.

    Thrushmoor Angler 
Level: 8
Alignment: Chaotic Neutral
Size: Medium

  • Bizarre Sexual Dimorphism: Much like real anglerfish. Male Thrushmoor anglers are much smaller than females, are exclusively aquatic (until attached to a female) and rise only just above animal intelligence. Their vestigial limbs are unfeasible for travelling on land, and their tiny lure is useful only for attracting small prey.
  • Luring in Prey: A glittering, luminescent organ suspended by a fleshy tether hangs like a lantern above the head of a Thrushmoor angler. Once an unfortunate soul approaches the angler, the sight of the lure clouds the victim's mind and compels them to walk toward its jaws.
  • Terrestrial Sea Life: The Thrushmoor angler is a semiaquatic predator that can walk on land with multiple misshapen limbs.

Level 9

    Ahool 
Level: 9
Alignment: Neutral Evil
Size: Large
An ancient species of primitive and vicious intelligence.
  • To Serve Man: Ahools prefer the flesh of intelligent creatures.

    Camulatz 
Level: 9
Alignment: Chaotic Evil
Size: Large

  • Feathered Fiend: Camulatz are enormous, vicious birds that possess a cruel intelligence. Vile headhunters and aggressive demon-worshippers, they prey on all sentient creatures as sacrifices to the demon lord Pazuzu.
  • Off with His Head!: On an attack roll of a natural 20 (followed by a successful roll to confirm the critical hit) with its bite attack, a camulatz severs its opponent's head.
  • Voice Changeling: Camulatz have a special affinity for sounds, naturally mimicking voices and animal noises, while perfecting the magical ability to displace such sounds.

    Dragon Horse 
Level: 9
Alignment: Neutral Good
Size: Large

  • Breath Weapon: A dragon horse can breathe out a cone of mist that can produce various effects.
  • Evil-Detecting Dog: Dragon horses automatically know the alignment of any creature they can see.
  • Non-Indicative Name: Despite their name, dragon horses are not related to dragons.
  • Only the Chosen May Ride: Dragon horse foals are highly prized as potential steeds, but dragon horses are intelligent and cannot be trained as mounts. Instead, one who seeks a dragon horse mount must use diplomacy to secure its aid.

    Gbahali 
Level: 9
Alignment: True Neutral
Size: Huge

  • Swallowed Whole: An adult gbahali can quickly take down and consume livestock, leaving no sign of its meals but enormous scuffed tracks, as its jaws are large enough to swallow many creatures whole.

    Mamlambo 
Level: 9
Alignment: Neutral Evil
Size: Huge

  • Mix-and-Match Critters: Mamlambos look like crocodiles, with a horse-like head and four stubby legs inefficient for land movement.
  • To Serve Man: Mamlambos prefer to eat humanoids, particularly humans.
  • Why Did It Have to Be Snakes?: Mamlambos have a phobia toward river otters, despite being much larger and more dangerous. River-dwelling people in the Mwangi Expanse often keep trained otters to ward off potential mamlambos.

    Nependis 
Level: 9
Alignment: Chaotic Evil
Size: Large

  • To Serve Man: Nependises favors intelligent prey, fey in particular, both for the taste and the thrill of the hunt.

    Shedu 
Level: 9
Alignment: Lawful Good
Size: Large

  • Healing Hands: Shedus are healers by nature; their innate magic is geared towards undoing physical harm and curing disease, and they put this to use by combating illness and opposing those who would spread plague.
  • Seers: They're naturally prescient, and can see how any choice they make will impact their own futures.
  • Shedu and Lammasu: Shedus resemble winged bulls with horned human heads and are powerful champions of good who live in ruins, caves and ancient temples in desert lands.

    Star Monarch 
Level: 9
Alignment: Chaotic Good
Size: Huge

Star monarchs are magical emissaries of Desna, guides and protectors of those who wander and guardians of dreams.


    Storm Aurochs 
Level: 9
Alignment: Chaotic Neutral
Size: Huge

  • Brutish Bulls: Though ostensibly domesticated centuries ago by storm giants, storm aurochs remain territorial, and are among the most fearsome and dangerous of the creatures that pass through Golarion's skies.
  • Shock and Awe: A storm aurochs steps grow thunderous as it charges toward its enemies.
  • Weather Manipulation: When at least three storm aurochs gather in one place, they can influence the weather.

    Teraphant 
Level: 9
Alignment: True Neutral
Size: Huge

  • The Empath: Teraphants' psychic powers warn them against creatures approaching with ill intent. Vudrani hunters known as apathets, who hunt teraphants, rely on emotion-deadening alchemical elixirs and spells to get close to their prey.
  • Gale-Force Sound: Teraphants can push foes away with a loud psychokinetic trumpet.

    Tikbalang 
Level: 9
Alignment: Chaotic Neutral
Size: Large

  • The Trickster: Tikbalangs delight in leading travelers astray. They deceive and mislead with magic, leaping from tree to tree while laughing or neighing uncontrollably. While not malicious, neither are they empathetic to the plight of their victims.

    Yrthak 
Level: 9
Alignment: True Neutral
Size: Huge

  • Loud of War: A yrthak can fire a sonic lance at enemies, or at a nonmagical object to create an explosion.

Level 10

    Abaia 
Level: 10
Alignment: True Neutral
Size: Huge
Aquatic creatures originating from the First World that favor magical waters as their habitat.

    Eberark 
Level: 10
Alignment: Neutral Evil
Size: Huge

    Estuarine Worm 
Level: 10
Alignment: True Neutral
Size: Large (shemu form), Huge (ahket form)
When Alboras, one of the brightest navigable stars, returns to the night sky, it is a sure sign the River Sphinx will soon flood its banks and replenish the land after the harvest. The inundation also revives the rare but deadly estuarine worms. During the wet season, which is called ahket in Osiriani, the giant worms hunt the flooded plains. When the waters recede and Alboras disappears below the horizon again, the estuarine worms retreat as well. During shemu, the dry season, they enter a semi-torpid state and lie buried beneath the dry soil for protection.Their stats can be found in Mummy's Mask: Secrets of the Sphinx or online here.
  • Bioluminescence Is Cool: In ahket form, an estuarine worm has a bioluminescent organ atop its head. At night, the tiny, flickering light might be mistaken for a star low on the horizon. Stories are told of travellers who mistake the light for Alboras and navigate their boats right into the maw of a worm.

    Gargiya 
Level: 10
Alignment: True Neutral
Size: Huge

Primordial cousins of sea serpents who hold lava in their bellies, gargiyas are rare creatures found in areas of high volcanic activity.


  • Playing with Fire: They're sustained by a core of magma within their bellies, making them burning-hot to the touch and allowing them to boil the water around them.
  • Taking You with Me: On dying, a gargiya vomits up the molten boulder that heats its body, dealing fire damage to anything standing close to it.

    Mobogo 
Level: 10
Alignment: Chaotic Evil
Size: Huge

  • Amphibian at Large: The mobogo is a gigantic toad that can reach 18 feet tall and weigh 12000 pounds.
  • Hell Is That Noise: A mobogo can unleash a thunderous croak that can stagger any creature that is not a boggard or mobogo.
  • Overly-Long Tongue: A mobogo's tongue can reach a distance equal to three times the mobogo's normal reach.

    Muhuru 
Level: 10
Alignment: True Neutral
Size: Large

  • Dishing Out Dirt: A muhuru can strike the ground with its tail to create a powerful tremor in a small area.
  • Light 'em Up: The muhuru's fin absorbs light and heat, which the muhuru can release as a cone of blinding light.
  • Tail Slap: A muhuru's spiked, club-like tail can deliver a powerful attack.

    Myrmecoleon 
Level: 10
Alignment: True Neutral
Size: Huge

  • Acid Attack: A myrmecoleon can eject a cone of acid from its mouth. Following the initial hit, the acids vaporise into a noxious cloud.
  • Defeat Equals Explosion: When a myrmecoleon dies, its body explodes, releasing the acids churning inside it.
  • Monstrous Cannibalism: An encounter between myrmecoleons usually results in a brutal death match, with the victor eating the loser.

    Peuchen 
Level: 10
Alignment: Neutral Evil
Size: Medium

  • To Serve Man: Peuchens prefer to drain the blood of humanoids.
  • Voluntary Shapeshifting: When they hunt, peuchens take on the form of livestock, and trick shepherds or farmers into bringing them back to farms, homesteads and towns, where they can slip out each night to prey on any creatures they can find.

    Quintessivore 
Level: 10
Alignment: Neutral Evil
Size: Medium

  • Soul Eating: A quintessivore doesn't immediately kill prey, but instead drags the creature to its lair, separates the soul from the body and pulls out the creature's individuality, reducing the soul down to quintessence, which the quintessivore then consumes.

    Rukh 
Level: 3 (juvenile), 10 (adult)
Alignment: True Neutral
Size: Large (juvenile), Gargantuan (adult)

  • Giant Flyer: They resemble two-headed vultures that stand thirty-five feet tall with a sixty-foot wingspan.
  • Multiple Head Case: They have two heads.
  • Roc Birds: Rukhs are distinct from true rocs, although they're closely related, and resemble two-headed vultures instead of birds of prey. Unlike their more predatory cousins, they are scavengers and hunters of small prey (which given their size still means things like camels and humans).

    Ursikka 
Level: 10
Alignment: True Neutral
Size: Huge

  • Big Creepy-Crawlies: Insect-like predators in the same general size range as rhinoceri and elephants.

    Vorvorak 
Level: 10
Alignment: True Neutral
Size: Huge

  • Making a Splash: Vorvoraks exert power over the water around them, allowing them to raise or lower its level, produce mist.
  • Poisonous Person: Vorvoraks have a poisonous bile and can eject large quantities of water mixed with this bile.

    Water Orm 
Level: 10
Alignment: True Neutral
Size: Huge

  • Elemental Shapeshifting: They can transform themselves into serpentine stretches of water while traveling, aiding them in their efforts to remain unnoticed and unseen.
  • Giant Animal Worship: Land-dwellers sometimes go out of their way to nurture their local water orm as a creature of worship or a guardian, or because of some more convoluted local legend. Ceremonies are regularly held, and the innocuous public worship is typically a mask for a much more sinister cult. Some sacrifice humanoid flesh to their beast, and the occasional lone traveller fits the bill nicely for such a gift of blood. High-ranking cultists learn Aquan so that they can communicate with their object of worship, though only the cruellest orms perpetuate their worshippers' beliefs.
  • Mama Bear: A water orm mother is driven by the need to feed her newborn, and this need, as well as her desire to protect her young—makes her an even more dangerous foe to cross.
  • Sea Monster: Apart from living in lakes, they fit quite well. Water orms are giant reptilian predators who lair in the dark depths of the waters, occasionally coming to the surface to augment their diets with the crews of fishing boats and inattentive shoreline wildlife. They're similar enough to sea serpents that many scholars speculate that there's a close relationship between the two, either the two species sharing a common ancestor or water orms descending from lake-bound sea serpents.
  • Stock Ness Monster: Water orms are directly inspired by the legend of the Loch Ness monster and of similar lacustrine cryptids, sharing their environmental preference for cold, deep lakes, secretive habits and plesiosaur-like body shapes.

    Zinba 
Level: 10
Alignment: True Neutral
Size: Large

  • Healing Hands: A zinba can metabolise a unique additive for its venom that converts it into a healing agent.
  • Healing Spring: The water of a zinba's pool has minor healing qualities, but removing water from a den causes it to lose its healing properties after a few hours.

Level 11

    Genghryl 
Level: 11
Alignment: True Neutral
Size: Large

  • Introduced Species Calamity: In their native Mwangi Expanse, genghryl populations are kept in check by giant ant colonies, but within the past several years, genghryls have begun appearing in Molthune, where they have no natural predators, while locals lack experience dealing with them. The local lords believe that someone accidentally brought genghryl eggs from the Mwangi Expanse, while the imperial governor in Canorate is offering a substantial reward to anyone who can exterminate the genghryls without introducing giant ants.
  • Monstrous Cannibalism: The first genghryl in a clutch to hatch eats the other eggs, feeding on its siblings to gain strength.

    Gigas Clam 
Level: 11
Alignment: Chaotic Neutral
Size: Huge

Sedentary bivalves that prefer to feed on air-breathing sentients.

Their stats can be found in Skulls and Shackles: From Hell's Heart or online here.


  • Non-Mammal Mammaries: For some reason, the humanoid figure they have protruding from between their shells is feminine and thus has clear breasts.
  • Ramming Always Works: Their Siphon Jet ability lets them rapidly propel themselves in the water as living projectiles. They typically use this to strike ships from below, cracking open the hulls to sink them and let the gigas clams feed on the crew.
  • Spike Shooter: They roll collected sediment and calcifications into needle-like darts they can eject through their siphons.

    Gnoph-keh 
Level: 11
Alignment: Chaotic Evil
Size: Large

  • Alien Blood: The gnoph-keh has watery blue blood, which evaporates in subtropical or hotter environments.
  • Blood Knight: Gnoph-kehs are driven by war, and their only interaction with 'lesser' races is to create armies which they can unleash on similar races.
  • An Ice Person: A gnoph-keh radiates an aura of blistering cold, and can create a stationary blizzard.
  • Vertebrate with Extra Limbs: The gnoph-keh is a six-legged creature vaguely akin to a polar bear in shape and outline.

    Lukwata 
Level: 11
Alignment: True Neutral
Size: Huge

  • Fiendish Fish: Lukwatas are enormous eel-like creatures that grow to over 20 feet in length and prey upon all who dare enter their deep jungle rivers and pools, including beasts typically considered apex predators like crocodiles. Their bite is capable of snapping ship timbers and cutting through hippopotamus bones alike, and they can capsize ships with unsettling ease.

    Mapinguari 
Level: 11
Alignment: True Neutral
Size: Huge

  • Cannot Cross Running Water: A mapinguari fears deep water and is unable to cross bodies of water wider than 10 feet. A mapinguari forced into a body of water becomes staggered and does everything it can to exit the water as quickly as possible.
  • Cyclops: A mapinguari only has one single, large eye.

    Nue 
Level: 11
Alignment: Neutral Evil
Size: Large

  • Brown Note: A nue can drain the life force of those around it just by howling.
  • Cumulonemesis: The nue can take the form of an enormous storm cloud.
  • Nue: The nue has the body of a tanuki, the head of a monkeys and a snake instead of a tail.
  • Shock and Awe: When angered, a nue can summon lightning to cause massive amounts of collateral damage.

    Seps 
Level: 2 (juvenile), 11 (adult)
Alignment: True Neutral
Size: Medium (juvenile), Huge (adult)

    Sleipnir 
Level: 11
Alignment: True Neutral
Size: Large

    Svathurim 
Level: 11
Alignment: Chaotic Evil
Size: Huge

Svathurims appear to be a cross between a frost giant and a centaur, but have eight equine legs instead of four.


  • Hybrid Monster: They're Sleipnir centaur frost giants.
  • Our Centaurs Are Different: Svathurim have the upper bodies of horned frost giants mounted upon the legs and torsos of titanic eight-legged horses.

    Tetrolimulus 
Level: 11
Alignment: Neutral Evil
Size: Large

  • Beware My Stinger Tail: The tetrolimulus' tail stinger is razor sharp and coated with tetrodotoxin.
  • Black Widow: After being impregnated, female tetrolimuluses usually eat the weaker males surrounding them, which are the easiest and closest source of food to replenish the energy and effort of their travels.
  • Mix-and-Match Critters: The tetrolimulus is often described as the sea mantis because it resembles a crab's legs and shell merged with a mantis' arms.
  • More Deadly Than the Male: Female tetrolimuluses, the hunters of the species, are much more aggressive than the smaller males, who live in deeper waters as bottom feeders.

    Thunderbird 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_thunderbird.png
Level: 11
Alignment: True Neutral
Size: Gargantuan

Immense birds with storm-grey feathers, thunderbirds carry the wrath of the sky wherever they go.


  • Giant Flyer: Eagle-like birds larger than a giant.
  • Shock and Awe: Thunderbirds' bodies are visibly crackling with electricity, and they can create lightning both as an active attack and as a passive side effect of their simple presence.
  • Thunderbird: Derived fairly directly from American myth, resulting in large, Roc-like birds with magical control over wind and rain, which are both hailed as bringers of rain and feared as heralds of hurricanes and destructive storms
  • Weather Manipulation: Thunderbirds can control the weather — in-game, they can cast control weather at will. They're especially geared towards creating storms, and lashing winds surround them at all times.

Level 12

    Amarok 
Level: 12
Alignment: Lawful Neutral
Size: Large

Solitary predators who relish the thrill and strategy of the hunt.


  • Noble Wolf: They're not particularly friendly or approachable, but they're far from malicious. While they habitually stalk and chase those who hunt alone at night, they do so for the express purpose of showing them the foolishness of this behavior — they never kill those they hunt in this way, instead preferring to essentially Scare 'Em Straight. Those who thereafter make a genuine attempt to become better hunters earn the amarok's genuine respect, and earn also a skilled, but harsh, teacher in hunting and wilderness survival.

    Catoblepas 
Level: 12
Alignment: True Neutral
Size: Large

Stubborn creatures prone to bullying anything they come across.


  • Breath Weapon: They can exhale a cloud of toxic gas.
  • Walking Wasteland: Catoblepas bring poison wherever they go, and their occasional forays out of the swamps leave scars in the wilderness tainted by their breath and noxious stench that other animals will avoid for a long time afterwards.

    Cauthooj 
Level: 12
Alignment: True Neutral
Size: Medium

  • Hate Plague: The cauthooj's strange, ululating cry causes nearby creatures to lash out violently and without control. It uses this ability to manipulate prey into into attacking one another so that the cauthooj can then feast.

    Deculi 
https://static.tvtropes.org/pmwiki/pub/images/deculi.png
Level: 12
Alignment: Neutral Evil
Size: Large

These batlike monstrosities inhabit the nooks and crevices of the Darklands, where they hang from stalactites and swoop down on unsuspecting prey.

Their 2nd Edition stats can be found in Age of Ashes: Fires of the Haunted City or online here.


  • Bizarre Alien Senses: Visually blind, but possess a form of vision that allows them to precisely detect infrared radiation.
  • Casting a Shadow: They can cast darkness at will and their pocket dimension depends on shadows to work.
  • Eyeless Face: They have no eyes, possessing only shallow pits where they would otherwise be.
  • In the Back: Their Shadow Strike ability rewards them for ambushes, allowing them to move up to their speed and make an attack that deals extra precision damage.
  • It Can Think: Only slightly more than animals, but they're smart enough to understand language even if they can't speak it.
  • Outside-Genre Foe: Their ability to dip in and out of an extradimensional space and their infrasight mark them as unusual even on the magic-rich world of Golarion, with the most credible explanation for their abilities being that they're from another world, having arrived long ago through some bizarre and unknown means.
  • Pocket Dimension: Their Create Shadow Sanctuary ability lets them turn any sizable shadow into an extradimensional pocket for it to hide in, though entry and exit requires the entrance shadow to remain in darkness. Its usefulness is lessened by the fact that a deculi can only create a shadow sanctuary once a day and it collapses when they exit it, though it helps that a deculi can perceive and cast spells into the real world through the shadow, as well as that the entrance is indistinguishable from a normal shadow.

    Grisantian Lion 
Level: 12
Alignment: Chaotic Neutral
Size: Huge

  • Egomaniac Hunter: Grisantian lions are inclined to fight large foes such as mammoths and giants to demonstrate their power.
  • Panthera Awesome: Grisantian lions are descended from the mythic grogrisant and the dire lions of the Whistling Plains, and their legendary heritage is evident in their great size, lustrous hide and rending claws.

    Kokogiak 
https://static.tvtropes.org/pmwiki/pub/images/kokogiak.png
Level: 12
Alignment: Neutral Evil
Size: Huge

Kokogiaks are beasts in the shape of polar bears found in the cold northern wastes, distinguished chiefly by their literally elephantine size, their ten legs and their pronounced sadism.


  • An Ice Person: They breathe freezing wind, can move on ice without any movement or dexterity penalties and are immune to cold damage.
  • Bears Are Bad News: They're intelligent enough to understand morality and thus have an alignment beyond True Neutral, and of course they're Neutral Evil as a rule. They are monstrously aggressive and openly sadistic, and their size and power allows them to be as cruel as they please towards whoever short of a dragon or a tribe of giants has the misfortune of crossing their path without having to worry about about their victims being able to fight back. Luckily for everyone else, they're fairly uncommon and only found in isolated areas of the Grim Up North.
  • Breath Weapon: They can exhale a freezing blast of blizzard-cold wind.
  • Sadist: They enjoy the suffering of their victims and the terror their attacks inspire to a disturbing degree, and make sure when they can that the deaths of their targets are painful and drawn out.
  • Vertebrate with Extra Limbs: Size aside, the main thing distinguishing kokogiaks from normal polar bears are their three extra pairs of legs.

    Peng 
Level: 12
Alignment: Neutral Good
Size: Gargantuan

  • Weather Manipulation: A peng's calm and steady nature is so strong that its mere presence can quell storms and still winds.

    Shuln 
https://static.tvtropes.org/pmwiki/pub/images/shuln.png
Level: 12
Alignment: True Neutral
Size: Huge

Gigantic, hairless rodents native to the upper layers of the Darklands, shulns are both feared for their foul tempers and destructive digging and sought after for their adamantine-laced claws and teeth and for being some of the few creatures that eat purple worms.


  • Fantasy Metals: Their claws and fangs are infused with naturally deposited adamantine.
  • Fast Tunnelling: They can burrow at truly ridiculous speeds even through solid stone or metal.
  • Food Chain of Evil: Shulns are among the very few things that prey on purple worms, which they subdue with their poisonous bites, and they're thus highly sought after as a way of keeping the burrowing scourges away from underground settlements.
  • Monster Organ Trafficking: Shulns naturally produce two very valuable resources — the adamantine deposited within their teeth and claws and their potent paralytic drool. They're consequently often hunted to harvest their claws and fangs by people wishing to extract the valuable metal within or to collect their venom, although this needs to first be treated alchemically to avoid its normally rapid decay.
  • The Paralyzer: Their bites deliver a very powerful paralytic agent, which is potent enough to subdue even the normally unsubduable purple worms.
  • Rodents of Unusual Size: For all intents and purposes, they're four-eyed naked mole rats twenty feet in length.

    Tidehawk 
https://static.tvtropes.org/pmwiki/pub/images/tidehawk.png
Level: 12
Alignment: True Neutral
Size: Huge

Oceanic birds related to phoenixes, but much more reclusive and disinclined to crusade like their fiery kin. Tidehawks are tied to water in the same manner in which phoenixes are tied to fire.


  • Auto-Revive: A slain tidehawk melts into a torrent of rainwater, which instantly reforms into the living bird if it falls into a body of water such as a sea, river or lake. If the tidehawk dies above land, it will remain as water for however long it takes for it to flow or seep into a body of water. There are some limits to this — tidehawks can only resurrect like this once a year, and will die permanently is killed again less than a year since their last resurrection or if their remains are completely destroyed (such as by being disintegrated, or their water boiling away).
  • Making a Splash: Tidehawks can magically manipulate water, shoot torrents of the liquid, and coat themselves in watery armor that explodes outwards if struck.
  • The Phoenix: They're kin to true phoenixes, and are essentially a water- rather than fire-based version of the mythical birds, down to being able to resurrect after death.
  • Underground Monkey: They're basically phoenixes, but neutral and tied to water instead of fire.
  • Water Is Air: Tidehawks can fly through water exactly as if they were flying through the air, and prefer to remain underwater in this manner most of the time.

    Vouivre 
Level: 12
Alignment: Chaotic Evil
Size: Large

  • A Head at Each End: A vouivre looks like a humanoid woman from the waist up and the front end of a green-scaled dragon from the waist down.

Level 13

    Akhlut 
Level: 13
Alignment: True Neutral
Size: Huge

Wolf-orca hybrids that can transform into full orcas when in water.


  • Mix-and-Match Critters: They resemble wolf-orca crosses while on land, although they transform into full orcas when in the water.
  • Weather Manipulation: Akhluts can have a limited form of the control weather spell-like ability, allowing them to summon storms, blizzards and biting winds at will. They keep these storms going more or less constantly, using them to define their claimed territory.

    Ba'aupa Mdoudu 
https://static.tvtropes.org/pmwiki/pub/images/baaupamdoudu.png
Level: 13
Alignment: True Neutral
Size: Medium

  • Acid Attack: The ba'aupa mdoudu produces a caustic acid that is extremely corrosive to organic material and stone. When provoked, ba'aupa mdoudus defend themselves by secreting this acid through numerous pores along their length.

    Cherufe 
Level: 13
Alignment: Neutral Evil
Size: Huge

Lava dwelling creatures who depend on heat to survive.


  • God Guise: They often pretend to be volcano gods to secure the loyalty and adoration of nearby settlements, enforcing their rule with threats of divine wrath and eruptions. They can't actually make good on most of their bluster, however, and rely on intimation and judicious use of their limit ability to cause earthquakes (which, around active volcanoes, are still quite capable of causing a lot of damage) to keep up the charade.
  • Magma Man: They resemble creatures made of living semi-molten rock and depend on intense volcanic heat for healing and long-term survival.

    Furcifer 
Level: 13
Alignment: Chaotic Neutral
Size: Huge

Chameleon-like predators born from infusions of positive energy.


  • Alluring Flowers: Their flowers release a sweet-smelling, narcotic pollen that induces a state of euphoria in those that smell it, making them easy prey for the beast.
  • Extreme Omnivore: Furcifers can digest anything, from meat to plants to rocks and armor, although they prefer animal prey.
  • Monster Organ Trafficking: Their bodies are extremely rich in valuable materials — their pollen and nectar can be used to make psychoactive drugs, their bones can be used to magic items related to acid, and their skin fashioned into cloaks and robes with illusory properties.
  • Monstrous Cannibalism: Multiple furcifer seeds will typically sprout in the same spot. The first to grow a body and become mobile will then consume its siblings as a first meal.
  • Multipurpose Tongue: Like a chameleon's, their tongues are prehensile, sticky and very strong, allowing them to snatch prey off its feet or out of the air and pull it into their mouths.
  • Planimal: Furcifers possess rows of flowers growing down their backs, which are as much part of their bodies as their scales and claws, which they use to produce a narcotic pollen with which to lure prey and to secrete powerful enzymes to digest food. They also reproduce through pollination and begin life as sessile, carnivorous flowers that eventually grow reptilian bodies.
  • Psychic Powers: They're mild psychics, able to snatch glimpses of what their prey finds appealing or relaxing it and using to craft illusions with which to lull targets into a false sense of security.

    Hive Mind Beetle Swarm 
https://static.tvtropes.org/pmwiki/pub/images/hive_mind_beetle_swarm.PNG
Level: 13
Alignment: Lawful Neutral
Size: Diminutive [swarm]

Beetle swarms that communicate and defend themselves through jolts of electricity.


  • Hive Mind: They rely on each other for intelligent thought. At half hit points their Intelligence drops and they lose their spellcasting, while at 1/4th they become mindless and can't use most of their feats.

    Inkanyamba 
Level: 13
Alignment: Chaotic Evil
Size: Gargantuan

  • Enemy Scan: An inkanyamba that makes physical contact with a living creature gains an automatic knowledge of the target's ability scores, allowing it to choose the venom that would be deadliest.
  • Poisonous Person: An inkanyamba carries several different kinds of toxins within its poison glands.

    Ketesthius 
Level: 13
Alignment: Lawful Evil
Size: Gargantuan

Wolf-headed sea serpents with supernaturally vast stomachs.


  • Bigger on the Inside: A ketesthius' stomach is an extradimensional space far larger than the ketesthius itself, and easily capable of holding beasts as large as its owner's external size.
  • Getting Eaten Is Harmless: Not harmless per se — creatures trapped in the gut of a ketesthius' still have to deal with thin, dank air, a lack of food and the beast's digestive juices — but a ketesthius' stomach spares its inmates the usual acid and bludgeoning damage normally dealt when a creature is Swallowed Whole, and its inmates can survive more or less indefinitely in there as long as they find a way not to die of thirst or hunger.
  • Mix-and-Match Critters: Serpents with fish tails and wolf heads.
  • Sea Serpents: They resemble sea serpents with wolf heads, fish tails and two front legs with webbed claws, and can devour any ship or creature they encounter to trap in their vast stomachs.
  • Swallowed Whole: Ketesthiuses can swallow creatures as large as themselves whole and entire, which are then deposited into their extradimensional stomachs. A ketesthius' gut often becomes home to entire ecologies of trapped sea monsters and stranded sailors, huddling away from its gastric juices and trying to survive by snapping up whatever smaller creatures the ketesthius swallows. This can end being recursive when one ketesthius swallows another.

    Mother of Oblivion 
https://static.tvtropes.org/pmwiki/pub/images/mother_of_oblivion_pathfinder.png
1E
Level: 13
Alignment: Chaotic Evil
Size: Gargantuan

  • Eyes Do Not Belong There: Some of a mother of oblivion's tentacles end in a glowing orange eye.
  • Teleport Interdiction: A mother of oblivion's presence distorts the dimensions and interferes with teleport effects.
  • Tentacled Terror: A mother of oblivion has the head and neck of a plesiosaur atop a thrashing mass of tentacles.

    Quai Dau To 
Level: 13
Size: Huge

  • Blinded by the Light: When a light-related spell or ability is used nearby, a quai dau to can reflect the light off its scales in a blinding display.
  • Making a Splash: A quai dau to can use its trunk to drain water and expel it with a force strong enough to knock a knight off a horse, or gently enough to surround itself in a veil of mist.
  • Stealthy Colossus: Quai dau to can move silently and sneak up on distracted prey despite their massive size.

    Red Reaver 
Level: 13
Alignment: True Neutral
Size: Large

  • Extra Eyes: A red reaver has six eyes in total.
  • Protectorate: Red reavers imprint themselves on and become guardians of unique natural structures. When its charge is approached by other creatures, a red reaver rushes in to protect, roaring at the first whiff of danger.
  • Roaring Rampage of Revenge: If a red reaver's bonded site is destroyed or moved, it flies into a rage, killing anyone it believes responsible, typically the first living creatures it encounters.

    Seaweed Siren 
Level: 13
Alignment: Chaotic Neutral
Size: Large

  • Loud of War: Seaweed sirens can blast enemies with bolts of sonic energy.

    Skrimsl 
Level: 13
Alignment: True Neutral
Size: Huge

  • Energy Absorption: A skrimsl is immune to electricity damage, and regains hit points and can use another lightning bolt if hit by an electricity attack.
  • Shock and Awe: A skrimsl can generate a field of electricity and use various lightning spells.

Level 14

    Atuikakura 
Level: 14
Alignment: True Neutral
Size: Gargantuan
Giant worms who live peacefully in oceans and deep lakes.
  • Lamprey Mouth: The atuikakura has a circular mouth filled with hooked teeth.

    Bolla 
Level: 14
Alignment: Neutral Evil
Size: Huge
Monstrous serpents infused with the essences of fiends, linnorms, and even stranger creatures of storm and sky. They were created by Thassilonian mages as voracious war machines that could be easily returned to a torpor when not in active use.
  • Bioweapon Beast: Bollas were designed by Runelords Ivarinna and Krune as a voracious war machine that could be easily returned to a torpor when not in active use. Due in part to Krune's preference for conjuring beasts when needed rather than breeding creatures over time, and in part to general indolence, bollas were never perfected and were deployed only sporadically.
  • Lazy Bum: Bollas are as lazy as they are hungry and rarely rouse themselves from their mountain lairs.
  • Stronger with Age: Unlike most creatures that hibernate, bollas get stronger, rather than weaker, the longer they rest. Over years or decades, their bodies draw upon the fiendish essences instilled in their nature, growing more powerful and vicious.

    Bul-gae 
Level: 14
Alignment: Lawful Neutral
Size: Medium

  • Yin-Yang Bomb: Bul-gaes are manifestations of the eclipsed sun and moon, and exercise powers over both heat and cold.

    Cerberus Worm 
Level: 14
Alignment: True Neutral
Size: Gargantuan

A species of giant three-headed worms that lives in the depths of the Arcadian ocean.


    Deep Crow 
Level: 14
Alignment: True Neutral
Size: Huge

Creatures combining the most terrifying traits of crow, feline, and spider, deep crows reign over vast underground territories in the Darklands.


    Feranth 
Level: 14
Alignment: Chaotic Evil
Size: Huge

  • Mighty Roar: A feranth can unleash a terrible roar which dazes and deafens all creatures that hear it.
  • More Deadly Than the Male: Female feranths are much more ferocious than males, especially in the few months following the hatching of their eggs.

    Goezspall 
Level: 14
Alignment: True Neutral
Size: Large

  • Extremophile Lifeforms: Goezspalls can survive in extreme conditions and have been observed living in extremely varied locations: the frozen north, the deepest caverns, the depths of the sea, boiling hot springs, and even (allegedly) the void of space.

    Hunting Horror 
Level: 14
Alignment: Chaotic Evil
Size: Gargantuan

  • Scarily Competent Tracker: Hunting horrors are efficient and talented at tracking prey.
  • Weakened by the Light: Hunting horrors cannot abide the light of a sun in relatively close proximity, including sunlight on a typical habitable planet such as Golarion.

    Juggernaut Beetle 
Level: 14
Alignment: True Neutral
Size: Huge

Giant beetles from the Darklands used by hryngar as combat mounts.


    Kun 
Level: 14
Alignment: Neutral Evil
Size: Gargantuan

  • Fiendish Fish: The kun is an evil fish monster that dwells in the remotest, coldest depths of the ocean.
  • Heel–Face Turn: In extremely rare circumstances, for their own mysterious reasons, a kun might undergo a permanent, one-time transformation, flinging itself up and out of the ocean, allowing the sun to fully wash over it. In the process, the evil kun transforms into a good peng.
  • Vacuum Mouth: A kun can suck in heat and all creatures in the water.

    Vydrarch 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_vydrach.PNG
Level: 14
Alignment: Chaotic Evil
Size: Gargantuan

Two-headed sea monsters that live solely for destruction and chaos. There was originally thought to be only one, slain by a legendary paladin in the folklore of Magnimar, there have since been appearances of others.

Their stats can be found in Magnimar: City of Monuments or online here.


  • For the Evulz: A vydrarch's actions have no motivation beyond spreading death and destruction for their own sake.
  • A Kind of One: In-universe. The vydrarch was originally thought to be a unique monster, but rumors have emerged that there might be more roaming the seas.
  • Multiple Head Case: Vydrarchs have two heads, which for the most part act in concert but have been reported to talk and even argue with one another.
  • Poisonous Person: A vydrarch's spikes secrete a deadly poison, which is injected in anyone who makes physical contact with them.
  • Sea Serpents: Fearsome, twin-headed serpents with the heads of abyssal fish, which attack ports and sink ships.
  • Weather Manipulation: A vydrarch can create fog banks at will.

    Wakandagi 
Level: 14
Alignment: Neutral Good
Size: Large

    Xanthos 
Level: 14
Alignment: True Neutral
Size: Huge

  • Horse of a Different Color: Xanthoi were bred as mounts by a long-dead race of alien plane-jumping explorers, and can teleport themselves and their riders over long distances.

Level 15

    Addu 
Level: 15
Alignment: True Neutral
Size: Gargantuan

  • Making a Splash: An addu can stir the water in such a way that it creates powerful currents in its immediate area.
  • Poisonous Person: An addu can exhale a cone of poisonous breath.
  • Sea Serpents: Addus are violent serpentine beasts that hail from the most inhospitable corners of the deep sea, and pose a major threat to any vessel that frequents the waters where they stake their claims.

    Faceless Whale 
Level: 15
Alignment: True Neutral
Size: Gargantuan

Enormous, albino whales native to the deepest of the Darklands' seas.


  • Eyeless Face: They have no eyes due to their troglodytic lifestyle, sporting an unbroken expanse of wrinkled skin where their eyes would be.
  • Food Chain of Evil: Faceless whales routinely prey upon other subterranean horrors but, for all their size and strength, are far from being the top predators of the Sightless Sea and are hunted by predators of their own.
  • Monster Organ Trafficking: Their bodies naturally produce several alchemical reagents, and their teeth and bones are useful materials for making weapons and armor. Consequently, faceless whales are often pursued by whalers seeking to harvest their bodies' valuable resources.
  • Monster Whale: Albino-white, eyeless beasts that use bone-shatteringly powerful echolocation to hunt other subterranean horrors.
  • Super-Scream: They can focus their whalesong into a genuine sonic weapon.

    Isonade 
Level: 15
Alignment: Chaotic Evil
Size: Gargantuan

  • Big Eater: An isonade can cause the population in its area of the ocean to drop drastically when it goes on a feeding spree.
  • Hooks and Crooks: An isonade's tail, flanks, and pectoral fins are covered in cruel hooks, which allow it to grapple foes underwater.
  • Threatening Shark: The isonade is a massive Gargantuan-sized shark-like creature so voracious that a single specimen can cause a dramatic ecological collapse just by eating most of the animal life in its territory, is covered in vicious hooks, and is known for its tendency to attack ships.
  • To Serve Man: The isonade is intelligent enough to know that a ship contains a large quantity of warm and screaming snacks all isolated in one convenient place.

    Jubjub Bird 
Level: 15
Alignment: True Neutral
Size: Huge

    Mukradi 
https://static.tvtropes.org/pmwiki/pub/images/mukradi.png
Level: 15
Alignment: True Neutral
Size: Gargantuan

Gigantic three-headed centipedes with an array of breath weapons.


  • Acid Attack: One of their heads can spit acid. A subterranean variant supposedly exists whose heads all vomit up animated acid instead, which the creature can then reabsorb at will.
  • Big Creepy-Crawlies: Monstrous centipede monsters bigger than most giants.
  • Bizarre Alien Senses: It has all-around vision due to its peculiar anatomy, with the bonus of tremorsense.
  • Breath Weapon: A different one from each head, alternating between fire, electricity, and acid, though they share a cooldown. If somethings scores a critical hit against it, it automatically recharges the breath weapon and can use it as a reaction.
  • Dark Is Evil: There are rumors of a breed of mukradis in the Darklands with pitch-black scales whose breath weapon produces black acidic slime that animates to be reabsorbed by its creator.
  • Eldritch Abomination: According to legend, the first mukradis spawned in the fevered nightmares of a sleeping demigod from a dimension beyond dreams, who perished as the first mukradis hollowed out its unconscious mind and used its flesh to transition into the mortal realm. The legend is likely nothing but superstition, but the fact that it exists at all is a testament to their reputation.
  • Ludicrous Gibs: It has a particularity nasty attack that lets it tear other creatures to pieces, instantly killing them.
  • Multiple Head Case: Three, each with a different elemental breath.
  • No-Sell: It can avoid the effects of several negative conditions at the cost of rendering one of its heads inactive for the duration.

    Phoenix 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_phoenix.png
Level: 15
Alignment: Neutral Good
Size: Gargantuan

Immense, reclusive firebirds best known for their ability to be reborn from their own ashes, phoenixes are inveterate champions in the struggle against evil.


  • Adaptational Badass: The mythical phoenix was certainly a remarkable creature, but was never indicated to differ significantly in size or fighting prowess from regular eagles — indeed, few texts make mention of it fighting at all. The Pathfinder kind, by contrast, are beasts the size of dragons and some of the most ferociously powerful champions of righteousness short of actual angels.
  • Auto-Revive: A slain phoenix remains dead only temporarily unless its body is completely destroyed, or if a whole year has not yet passed since its last resurrection.
  • Giant Flyer: The phoenix is a flight-capable, Gargantuan-sized bird. Newborn phoenixes are already the size of adult eagles.
  • Heal It With Fire: Phoenixes' flames are capable of healing their allies, literally burning away injuries, poison and sickness.
  • Hot Wings: A bird seemingly made of living flame.
  • A Kind of One: One of the mythical phoenix's most notable characteristics was that one, and only one, existed — together with its rebirth, this made its existence a perfect, self-sustaining closed circle, thus its use as a symbol of eternity. Pathfinder phoenixes are a full species of resuscitating avians, and reproduce as normal for other animals.
  • Law of Chromatic Superiority: Most phoenixes have red, orange or golden plumage, but a few have white, green or blue feathers. These are almost invariably the strongest of their kind, with the colors of their feathers also corresponding to the heat of their flames.
  • The Phoenix: The phoenix is a giant flaming bird best known for the ability to rebirth itself from its own corpse.
  • Playing with Fire: Phoenixes can cause their feathers to burst into flames at will, and can likewise create and control fire.
  • Reincarnation: How their resurrection works when they die of old age. Phoenixes live for around 500 years barring death by violence, and at the end of their lives immolate themselves and are reborn as entirely new individuals.
  • Resurrection Sickness: A reborn phoenix will gain a negative level, although most will try to remove this negative level as soon as possible.
  • Roc Birds: They're around the same size as rocs, and according to Qadiran worshippers of Sarenrae they were created when the goddess awakened a flock of rocs to sapience and blessed them with her fires.
  • Uplifted Animal: According to Qadiran worshippers of Sarenrae, the first phoenixes were created when the goddess awakened a flock of rocs to sapience, blessing them with her fires when the newly intelligent birds pledged themselves to her service.

    Sanzuwu 
Level: 15
Alignment: True Neutral
Size: Tiny

  • Hot Wings: Sanzuwus are small crows that fly across the sky as blinding streaks of fire.

    Stormghost 
Level: 15
Alignment: Chaotic Evil
Size: Large

  • Shock and Awe: A stormghost can surround itself with crackling electricity or focus this static charge into a bolt.

    Umonlee 
Level: 15
Alignment: True Neutral
Size: Huge

  • Big Eater: Umonlees constantly hunt, since their hunger is never fully sated.
  • An Ice Person: The umonlee breathes a cone of extremely cold air.

    Viskithrel 
Level: 15
Alignment: Chaotic Evil
Size: Huge

  • Ape Shall Never Kill Ape: Despite being evil predators, viskithrels virtually never fight each other; even rival packs give each other space rather than fight over territory or prey.

    Ypotryll 
Level: 15
Alignment: True Neutral
Size: Huge

  • Full-Boar Action: The ypotryll is a savage, destructive boar that can be slowed by few things when it charges.

Level 16

    Corbayrant 
Level: 16
Alignment: Chaotic Evil
Size: Huge

  • The Paralyzer: The corbayrant's forelegs deliver a paralytic venom that causes the victim to sprout barbs that can spread the toxin.
  • Planimal: Corbayrants are bizarre amalgamations of insect and plant, and count as both magical beasts and plants in 1st Edition.

    Fire Whale 
Level: 16
Alignment: True Neutral
Size: Gargantuan

  • Eat Dirt, Cheap: Fire whales feed off bits of metal and mineral.
  • Magma Man: Native to the Elemental Plane of Fire, the fire whale has molten-hot flesh which generates incredible heat, and can spew a burst of magma and scalding ash from its blowhole.

    Grootslang 
https://static.tvtropes.org/pmwiki/pub/images/grootslang_2e_pathfinder.png
2E
1 E
Level: 16
Alignment: Chaotic Evil
Size: Gargantuan

    Inmyeonjo 
Level: 16
Alignment: Lawful Neutral
Size: Huge

  • Beast with a Human Face: Inmyeonjos are enormous white birds with mask-like human faces.
  • Clingy Costume: When an inmyeonjo dies, its black headpiece remains, and magically fits itself to any head. A creature that dons the headpiece cannot remove it by nonmagical means until they become an inmyeonjo.

    Ningen 
Level: 16
Alignment: True Neutral
Size: Gargantuan

  • Our Cryptids Are More Mysterious: The ningen, an enormous whale with a face that dwells in subarctic oceans, is based on the Japanese cryptid of the same name.

    Oma 
https://static.tvtropes.org/pmwiki/pub/images/oma_1e_pathfinder.png
1E
Level: 16
Alignment: True Neutral
Size: Gargantuan

  • Living Ship: They have two stomachs, one of which is habitable for most organic life, and some alien races have leaned to use telepathy to control omas and use them as living spaceships.
  • Space Whale: They're enormous creatures resembling a cross between a whale and a fish that inhabit the depths of gas giants and the vacuum of space, and which use "energy baleen" to strain food from planetary rings and atmospheres.

Level 17

    Aspidochelone 
https://static.tvtropes.org/pmwiki/pub/images/aspidochelone_pathfinder.jpg
1E
Level: 17
Alignment: True Neutral
Size: Gargantuan

  • Turtle Island: As creatures come to rest upon a hibernating aspidochelone, they carry with them plant seeds and dirt. Over time, the accumulated plants and wildlife gives an aspidochelone the appearance of a small, densely inhabited island. Desperate sailors or would-be settlers often realise too late that the spur of land they have beached upon is in fact an enormous creature, which then plunges beneath the waves, dragging trespassers down with it.

    Bandersnatch 
https://static.tvtropes.org/pmwiki/pub/images/bandersnatch_pathfinder.jpg
1E
Level: 17
Alignment: True Neutral
Size: Gargantuan
Bandersnatches are members of the Tane, the most feared and legendary creatures of the First World.
  • Hypnotic Eyes: A bandersnatch captivates any prey that meets the gaze of its eyes.
  • Mix-and-Match Critters: They look somewhat like a combination between a gigantic (60-foot long) big cat and a porcupine.
  • Wreathed in Flames: A frumious bandersnatch seethes with barely repressed rage and anger. When it succumbs to this uncontrollable fury, it literally bursts into flame.

    Bhole 
https://static.tvtropes.org/pmwiki/pub/images/bhole_1e_pathfinder.png
1E
Level: 17
Alignment: Chaotic Neutral
Size: Gargantuan
Annelidian titans with unending hunger and the ability to devour nearly anything.
  • Extreme Omnivore: Bholes seem able to eat and digest anything and everything.
  • Immune to Mind Control: A bhole is immune to nearly all forms of mind control. Mind-affecting effects that don't allow another creature to directly control a bhole work normally.
  • Sand Worm: Bholes are enormous worms that secrete corrosive acid slime that helps them tunnel through solid rock, and can eventually devastate a planet by eating so much of it that it collapses on itself.

    Leydroth 
Level: 17
Alignment: Neutral Evil
Size: Large

  • Dispel Magic: The leydroth's bestial roar can counteract spells, magical effects and magic items in the area.
  • Does Not Like Magic: Leydroths were imbued by their creators with a hatred of magic itself.

    Maliadi 
Level: 17
Alignment: Lawful Evil
Size: Gargantuan

  • Angry, Angry Hippos: A maliadi is an arrogant, tyrannical hippopotamus who demands tribute from everyone it encounters to avert destruction.
  • Playing with Fire: Maliadis can hurl parts of their flaming collars to form fiery geysers or walls.

    Ophiotaurus 
Level: 17
Mythic Rank: 7
Alignment: True Neutral
Size: Gargantuan

  • Counter-Attack: When an ophiotaurus takes damage, it can use its mythic power to inundate its attacker's mind with dire prophetic visions.
  • Mix-and-Match Critters: Ophiotauri have the forequarters of cattle and the hind bodies of giant snakes.

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

  • Bond Creatures: A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr and its master to sense the other's condition and communicate telepathically with no range restriction (provided both are on the same plane). A thrasfyr can maintain a bond with only one master at a time.
  • Chain Pain: A thrasfyr can control the six chains that hang from its body as if they were its own limbs.
  • Mix-and-Match Critters: Thrasfyrs resemble six-limbed bears with bull-like horns, draconic scales, and a fire-breathing serpent for a tail.
  • Playing with Fire: The thrasfyr's serpent tail breathes a blast of flame.

    Wendigo 
https://static.tvtropes.org/pmwiki/pub/images/pathfinder_wendigo.png
Level: 17
Alignment: Chaotic Evil
Size: Large

Beast-headed horrors from the far north that infect people with a supernatural psychosis that drives them to madness and cannibalism, eventually transforming their victims into new wendigos.


  • Beast Man: Wendigos resemble white-furred humans with the head of a wild animal — usually a stag in official art — with teeth altered to be those of a savage carnivore if they wouldn't normally be such.
  • Demonic Possession: The creation of a wendigo culminates in an evil spirit of winter and cannibalism inhabiting a cannibal's body and twisting it into a wendigo's monstrous form.
  • Dream Weaver: A wendigo can spread its psychosis to victims by infecting their nightmares.
  • Grim Up North: Outside of specialized variants, wendigos favor the frozen north of the world for their hunting grounds: they're rarely found south of Irrisen and the lands of the Ulfen and Kellids, and abound in the frozen wastelands of the Crown of the World.
  • I'm a Humanitarian: Wendigos enjoy driving people to cannibalistic madness, and this is the last step before one transforms into a wendigo. Tribal humanoids sometimes worship wendigos as gods, attempting to appease the creatures by engaging in ritual cannibalism.
  • Shrouded in Myth: There is very little known for certain about the wendigos, and a lot of questions — where their spirits come from, what their origins are, what goals if any do they pursue. Their animalistic shapes have led to speculation that they might be fallen kin of the agathions of Nirvana, but like most other theories on the wind walkers this is little more than wild supposition.
  • Supernatural Fear Inducer: The wendigo's forlorn howl can cause people to become panicked or cower in fear.
  • Underground Monkey: Wendigos come in a subterranean variant spawned from trapped miners and spelunkers forced to resort to cannibalism, an antelope- or jackal-headed desert variety related to death by thirst and hording water and a space-dwelling version that can hibernate for millennia on derelict starships.
  • Was Once a Man: Wendigos were once people that got cursed with wendigo psychosis and driven to cannibalistic madness.
  • Wendigo: The classic monster associated with cold and cannibalism — a wind-walking, stag-headed humanoid with legs ending in burnt-off stump, created from humans who eat the flesh of their own kind and capable of turning people into more wendigos.

Level 18

    Hadhayosh 
Level: 18
Alignment: True Neutral
Size: Gargantuan

  • Wreathed in Flames: The hadhayosh produces so much heat that flames leap from its heads and backs in radiant manes.

    Hallowed Lynx 
Level: 18
Alignment: Neutral Evil
Size: Small

  • Killer Rabbit: Despite their small size, hallowed lynxes are tremendously powerful creatures in their own right, and few predators pose a serious threat to a hallowed lynx.
  • Light 'em Up: A hallowed lynx has a halo of seven orbs of brilliant light which radiate light and can be launched as ranged attacks.

    Kraken 
Level: 18
Alignment: Neutral Evil
Size: Gargantuan

  • Evil Versus Evil: Krakens despise aboleths, which they attack on sight, and the two species have spent millennia engaging in bloody conflicts for supremacy over the oceans.
  • Giant Squid: They resemble a more colorful version of real-life giant squid in most respects, but grow to be the size of whales.
  • Kraken and Leviathan: They're squid-like monsters eighty feet in length and sixty wide, and capable of dragging whole ships underwater.
  • Time Abyss: Krakens are incredibly long-lived — they only reach old age around their second millennium of life, and can live for a long time beyond that. The eldest krakens in the world are far older than almost any land-based nation.

    Orochi 
Level: 18
Alignment: Chaotic Evil
Size: Gargantuan

  • Human Sacrifice: An orochi demands yearly sacrifices from nearby settlements, and those that cannot satisfy it are soon destroyed.
  • Multiple Head Case: An orochi has eight heads, and each can make a bite attack.
  • Multiple-Tailed Beast: An orochi has eight tails.
  • Orochi: The orochi is a vile, enormous serpent with eight heads and eight tails that lives among large waterways and demands yearly sacrifices.

    Simurgh 
Level: 18
Alignment: Neutral Good
Size: Gargantuan

  • Eye Beams: A simurgh can blast a fiery ray of brilliant light from its eyes.
  • Mix-and-Match Critters: Giant birds with the heads of wolves.
  • Noble Bird of Prey: These birds are paragons of righteousness, and goodly heroes can hardly find a better ally than a simurgh.

Level 19

    Gluttonworm 
Level: 19
Alignment: True Neutral
Size: Gargantuan

  • Healing Factor: A gluttonworm gains fast healing in contact with a significant body of sand. If it bleeds, the flowing blood quickly congeals with the sand covering its body.
  • Hungry Menace: A gluttonworm's metabolism is slow; they can go for decades without a filling meal. Most gluttonworms are constantly in a ravenous pain, and are very aggressive when they encounter anything edible.
  • Sand Worm: These immense worms 'swim' through the vast deserts of Akiton, moving almost like whales through the ocean.
  • Worm Sign: Creatures of Akiton know to stay well away from the rumbling and shifting dunes that foresee a gluttonworm's approach.

Level 21

    Cipactli 
Level: 21
Alignment: Chaotic Neutral
Size: Gargantuan

Ravenous creations of the gods themselves, made to scour the world of specific qualities.


  • Abstract Eater: Depending on what precisely a cipactli was created to strip from a world, it may be capable of eating knowledge, courage, intelligence, or other abstract traits of its victims.
  • Horror Hunger: All cipactlis are created to strip a specific world of something the gods found displeasing. Unless they're stopped, their unchecked hunger for this thing causes them to rampage endlessly, devouring anything and everything they find with the characteristic they're attuned to until nothing is left but the cipactli itself, forever roaming around a dead world.
  • A Kind of One: In Aztec Mythology, the Cipactli was a unique monster that existed in primordial times, which was slain by the gods and used to create the Earth. Pathfinder reimagines it into an entire species of divine monsters, and while it's rare for more than one cipactli to exist on any given world enormous numbers of these things exist throughout the universe.
  • Too Many Mouths: They have mouths scattered all over their bodies — at the base of their necks, on each major joint, at the end of their tails...

    Julunggali 
Level: 21
Alignment: True Neutral
Size: Gargantuan

  • Poisonous Person: A julunggali has three different venoms. Each time it bites, it decides which venom to inject.

    Ouroboros 
Level: 21
Alignment: True Neutral
Size: Gargantuan

  • Healing Factor: An ouroboros' most striking feature is its ability to almost instantly grow new flesh and heal from nearly any wound.
  • Ouroboros: The ouroboros is an enormous serpent made from even tinier serpents (in turn made from even smaller ones, repeating to infinity) from the Astral Plane. Embodiments of the cycle of creation and destruction, an ouroboros spend most of its life eating its own tail, which perpetually regrows at the same rate in an endless loop.

Alternative Title(s): Pathfinder Magical Beasts

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