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gorgons are in Howl of the Wild and neothelids are confirmed to be staying


[[folder:Gorgon]]

to:

[[folder:Gorgon]][[folder:Gray Render]]




* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to meeting other creatures is to attack them on sight and attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.

to:

\n----
* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance
to meeting attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with
other creatures is creatures, acting as a guardian for them, never straying more than a mile away, running to attack protect them on sight and attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.
if they are attacked.



[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8

to:

[[folder:Gray Render]]
Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Beast
Ooze
->'''Level:''' 84 (gray and crystal ooze)



->'''Size:''' Large

to:

->'''Size:''' LargeMedium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.



* CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying more than a mile away, running to protect them if they are attacked.

to:

* CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes:
NobodyHereButUsStatues: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance
ooze, due to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian
its transparency, can make it dangerously easy to mistake one for them, never straying more than a mile away, running to protect them if they are attacked.harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
[[folder:Grick]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)3



Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.Burrowing worm-like creatures with high durability against mundane weapons.



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: A gray ooze, due to its transparency, CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that
can make only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.
if you don't have any magic on you.



[[folder:Grick]]
-> '''Type:''' Aberration

to:

[[folder:Grick]]
-> '''Type:''' Aberration
[[folder:Howler]]
->'''Type:''' Fiend



->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.

to:

->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
Large



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth BrownNote: A howler's constant howling is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10
grating, exhausting baying that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.drive listeners insane.



[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
----
* BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.
[[/folder]]



[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]

to:

[[folder:Neothelid]]
[[quoteright:350:https://static.
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
tvtropes.org/pmwiki/pub/images/neothelid.png]] org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.
----
* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.
[[/folder]]

[[folder:Otyugh]]



->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.

to:

->'''Level:''' 15 (normal), 20 (overlord)
4
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Gargantuan

Large

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors that revel in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders role as scavenger and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.garbage disposal.



* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.

to:

* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up
ArchEnemy: Ofalths' domains typically overlap with the rapidly swelling numbers those of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the
otyughs. Otyughs consider ofalth flesh of an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in
its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, sewers as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads,
a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most
living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.waste disposal system.



[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5

to:

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
[[folder:Owlbear]]
[[quoteright:270:https://static.
tvtropes.org/pmwiki/pub/images/ochre_jelly.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Ooze
Animal
->'''Level:''' 54



Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.

to:

Animate masses Owlbears are ferocious chimeras of protoplasm hued a sickly combination of yellow, orange, unclear origins and brown. Some ancient cultures would entomb bodies with violent tempers. Theories on their origins abound, but nobody actually known how the first of these oozes bizarre monsters came to break down the flesh and clean the bones.be.



* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.

to:

* DamageDiscrimination: An ochre jelly's acid only dissolves flesh BeastOfBattle: Owlbears are often captured and practically nothing else.trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.



[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4

to:

[[folder:Otyugh]]
[[folder:Pech]]
->'''Type:''' Aberration
Fey
->'''Level:''' 43



->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.

to:

->'''Size:''' Large

Creatures that revel in
Small

Subterranean fey who accidentally spawned the dero, plenty of normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt
their role as scavenger and garbage disposal.work.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.

to:

%%* DishingOutDirt
* ArchEnemy: Ofalths' domains typically overlap with those OurGnomesAreDifferent: They play more closely to the notion of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More
"[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than one city keeps otyughs in its sewers as a living waste disposal system.do the game's actual gnomes.



[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.

to:

[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
[[folder:Quickling]]
->'''Type:''' Animal
Fey
->'''Level:''' 4
3
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.
Small



* BeastOfBattle: Owlbears are often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.

to:

* BeastOfBattle: Owlbears are often captured AbsoluteXenophobe: Quicklings hate every non-quickling and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on barely tolerate their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting
own kind, rarely working together for suitable prey to pass below them, at which point longer than a few weeks.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless,
they let go rarely contain themselves, and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct
bob and prone to forgetting their training twitch while standing and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought
talking to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than
other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.
creatures.



[[folder:Pech]]
->'''Type:''' Fey
->'''Level:''' 3

to:

[[folder:Pech]]
[[folder:Remorhaz]]
->'''Type:''' Fey
Beast
->'''Level:''' 37



->'''Size:''' Small

Subterranean fey who accidentally spawned the dero, plenty of normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt their work.

to:

->'''Size:''' Small

Subterranean fey who accidentally spawned the dero, plenty of normal pechs
Huge

Remorhazes
are still kicking around the planes. They're pretty chill as long as you don't interrupt arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their work.way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.



%%* DishingOutDirt
* OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.

to:

%%* DishingOutDirt
* OurGnomesAreDifferent: BigCreepyCrawlies: They play more closely look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it
to the notion breathe out gouts of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.flame and granting and permanently scorching aura.



[[folder:Quickling]]
->'''Type:''' Fey
->'''Level:''' 3

to:

[[folder:Quickling]]
[[folder:Retriever]]
->'''Type:''' Fey
Construct
->'''Level:''' 311



->'''Size:''' Small

to:

->'''Size:''' SmallHuge

Abyssal constructs built to hunt down those who betray their demonic masters.



* AbsoluteXenophobe: Quicklings hate every non-quickling and barely tolerate their own kind, rarely working together for longer than a few weeks.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.

to:

* AbsoluteXenophobe: Quicklings hate every non-quickling and barely tolerate their own kind, rarely working together for longer than AnimalMecha: The retriever is a few weeks.
large, spider-like construct built by demon lords.
* InvisibilityFlicker: Quicklings EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers
are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.



[[folder:Remorhaz]]
->'''Type:''' Beast
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.

to:

[[folder:Remorhaz]]
[[folder:Roper]]
->'''Type:''' Beast
Aberration
->'''Level:''' 7
10
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Huge

Remorhazes are arctic
Large

Ambush
predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.engage in complex debates with the creatures they're eating.



* BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it to breathe out gouts of flame and granting and permanently scorching aura.

to:

* BigCreepyCrawlies: They look like centipedes sixty feet FauxAffablyEvil: Ropers are particularly interested in length.
* BreathWeapon: They
the philosophy of life and death and the finer points of evil religions, and can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it
talk or argue for hours with prey, but never allow such intriguing prey to breathe out gouts escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar
of flame and granting and permanently scorching aura.ice.



[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

[[folder:Retriever]]
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Construct
Aberration
->'''Level:''' 11
3 (normal), 6 (rust lord)
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Huge

Abyssal constructs built
Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do
to hunt down those who betray their demonic masters.people, but what they do to treasure and equipment.



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.

to:

* AnimalMecha: The retriever is a large, spider-like construct built MetalMuncher: Rust monsters feed on metal, "digesting" it by demon lords.
very rapidly corroding it.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a different effect.
* FleshGolem: Retrievers are made
player on their own; their main danger comes from the protoplasmic flesh their ability to quickly turn a party's worth of the Outer Rifts.
* GiantSpider: The retriever isn't
high-end gear into a spider itself, but it's made in the shape pile of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
rust.



[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10

to:

[[folder:Roper]]
[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Aberration
Undead
->'''Level:''' 103 (normal), 8 (greater)



->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with
Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain
the creatures they're eating.life out of anyone they encounter to create more of their kind.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.

to:

* FauxAffablyEvil: Ropers BossInMookClothing: Greater shadows are particularly interested in visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop
the philosophy of ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the
life from them and death and the finer points turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence
of evil religions, and their own.
* NightOfTheLivingMooks: They
can talk or argue for hours be created with prey, the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously,
but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
because people killed by shadows become shadows.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Aberration
Plant
->'''Level:''' 3 (normal), 6 (rust lord)6



->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
Large

Masses of vegetation formed after parasitic spores from Akiton infect
and equipment.grow within an organic host.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to
ManEatingPlant: Shamblers are intelligent, carnivorous plants with a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.fondness for elf flesh in particular.



[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.

to:

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
[[folder:Slithering Tracker]]
->'''Type:''' Undead
Ooze
->'''Level:''' 3 (normal), 8 (greater)
4
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.
Small



* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.

to:

* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties
TheParalyzer: Any creature that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them
is hit by a slithering tracker's slam comes into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created
contact with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
anesthetising slime it secretes.



[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:''' 6
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.

to:

[[folder:Shambling Mound (Shambler)]]
[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Plant
Animal
->'''Level:''' 6
->'''Alignment:''' TrueNeutral
0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Large

Masses
Tiny

Scourges
of vegetation formed after parasitic spores from Akiton infect swamps and grow within an organic host.damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].



* ManEatingPlant: Shamblers are intelligent, carnivorous plants with a fondness for elf flesh in particular.

to:

* ManEatingPlant: Shamblers are intelligent, carnivorous plants with FantasticFaunaCounterpart: They serve as a fondness fantastic but nonmagical stand-in for elf flesh mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used
in particular.non-OGL products.



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4

to:

[[folder:Slithering Tracker]]
[[folder:Thessalhydra]]
->'''Type:''' Ooze
Aberration
->'''Level:''' 418



->'''Size:''' Small

to:

->'''Size:''' SmallGargantuan

Legendary beasts renowned for their speed and savagery.



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any creature that is hit by AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around
a slithering tracker's slam comes into contact central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles
with the anesthetising slime it secretes. necks topped with a gaping, jawless maw ringed with writhing snake necks.



[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)

to:

[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
[[folder:Thought Eater]]
->'''Type:''' Animal
Aberration
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)2
->'''Alignment:''' TrueNeutral



Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].

to:

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
Tiny predators from the Ethereal Plane that feed on thoughts.



* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.

to:

* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the
AbstractEater: As their name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name would indicate, these creatures feed on thoughts. A living corporeal creature that can be legally used in non-OGL products.takes damage from a thought eater's bite loses some of its thoughts.



[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

[[folder:Thessalhydra]]
->'''Type:'''
[[folder:Vampiric Mist]]
-> '''Type:'''
Aberration
->'''Level:''' 18
3
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Gargantuan

Legendary beasts renowned for
Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of
their speed and savagery.time seeking prey.



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous
VampiricDraining: Vampiric mists feed on blood, and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.are often mistaken for vampires in gaseous form.



[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Thought Eater]]
->'''Type:''' Aberration
[[folder:Vegepygmy]]
-> '''Type:''' Fungus
->'''Level:''' 20



->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
Small

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration

to:

* AbstractEater: As MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently,
their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some language consists mostly of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
touches and pheromone secretions.

!!Thorny
-> '''Type:''' AberrationFungus



->'''Alignment:''' NeutralEvil

to:

->'''Alignment:''' NeutralEvilTrueNeutral



Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

Amorphous Quadrupedal, vaguely doglike fungal creatures halfway between liquid and gas, vampiric mists spend most of often found alongside vegepygmies, thornies secrete a paralytic toxin used by their time seeking prey.masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists feed on blood, TheParalyzer: They inject a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage
and are often mistaken for vampires in gaseous form.be exposed to its toxin.



[[folder:Vegepygmy]]

to:

[[folder:Vegepygmy]][[folder:Violet Fungus]]



->'''Level:''' 0

to:

->'''Level:''' 03



->'''Size:''' Small

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.

to:

->'''Size:''' Small

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.
Medium



* MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Fungus
->'''Level:''' 3

to:

* MushroomMan: Vegepygmies MakeThemRot: A violet fungi's tendrils are very humanoid, coated with a virulent venom that causes flesh to rot and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack
decay. If left untreated, it can cause the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly flesh of touches and pheromone secretions.

!!Thorny
an entire limb to drop away in no time at all, leaving behind only bones that soon rot as well.
[[/folder]]

[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Fungus
Plant
->'''Level:''' 313



->'''Size:''' Medium

Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.

to:

->'''Size:''' Medium

Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.
Large



* TheParalyzer: They inject a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage and be exposed to its toxin.

to:

* TheParalyzer: They inject a weak paralyzing agent ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their spikes.
* SpikeShooter: They can launch clusters
hunting grounds is often strewn with the remains of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage
wild animals, ill-fated adventurers, and be exposed to its toxin.even giants.



[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 3

to:

[[folder:Violet Fungus]]
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Fungus
Aberration
->'''Level:''' 38




Stealthy predators that puppeteer corpses as bait for future prey.



* MakeThemRot: A violet fungi's tendrils are coated with a virulent venom that causes flesh to rot and decay. If left untreated, it can cause the flesh of an entire limb to drop away in no time at all, leaving behind only bones that soon rot as well.

to:

* MakeThemRot: ThatsNoMoon: A violet fungi's tendrils are coated wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a virulent venom small animal sitting atop it. Only when a predator comes close does it become clear that causes flesh to rot and decay. If left untreated, it can cause the flesh of an entire limb to drop away small animal is in no time at all, leaving behind only bones that soon rot as well.fact long dead, before the 'tree stump' drags the would-be hunter into its maw.



[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]

to:

[[folder:Viper Vine]]
[[quoteright:350:https://static.
[[folder:Worm That Walks]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]



->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.

to:

->'''Level:''' 8
Same as base creature + 2
->'''Alignment:''' TrueNeutral
Evil
->'''Size:''' Medium

Stealthy predators
Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin
that puppeteer corpses as bait for future prey.fed upon their corpses.



* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.

to:

* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be little more than a tree stump sitting extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves
in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear humanoid shape. While literal worms are the most common component of worms that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]

Added: 14028

Changed: 43559

Removed: 28138

Is there an issue? Send a MessageReason:
Liches are in the Monster Core.


[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]

[[folder:Lurking Ray]]
-> '''Type:''' Undead
Aberration
->'''Level:''' Same as base creature + 2
2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' Any Evil
TrueNeutral
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]]
Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species
of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of aberration with multiple distinct stages to its pitfalls.life cycle.



* AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.

to:

* AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they
MoreDeadlyThanTheMale: The females of this species have a minimum CR of 13 and work one more as masterminds CR than brute fighters, they tend to play this role. the males.
[[/folder]]

[[folder:Metallic Dragon]]
The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless
wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing
chromatic dragons, older metallic dragons are some bones with of the most world-shakingly powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived
beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before on Golarion. [[GoodIsImpotent Now if only they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.
would do something...]]



* AchillesHeel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbing to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.

!!Familial Lich
->'''Level:''' Same as base creature + 0
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Liches that bind themselves to their bloodline rather than a soul cage.

to:

* AchillesHeel: Not only do they not gain BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic dragons will sometime fall to corruption and evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are
the usual undead immunity to mind-altering effects, they actually lose any such immunities if most powerful and respected of the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration
metallics, followed by silver dragons, then bronze dragons, and may even instantly restore them if they were close enough. It finally brass and copper dragons. They also restore itself if follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux,
it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbing
unmistakably powerful golds who seem to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.

!!Familial Lich
remain unchanging fixtures within it."]]
-> '''Type:''' Dragon
->'''Level:''' Same as base creature + 0
7-23
->'''Alignment:''' Any Evil
LawfulGood
->'''Size:''' Same Small to Colossal

The metallics ''par excellence'', gold dragons are creatures of immense power and boundless paternalistic benevolence, keeping the company of celestial beings and seeing the rest of mortalkind
as base creature

Liches that bind themselves to their bloodline rather than a soul cage.
children in need of guidance.



* AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of DemonicPossession, eject the relative's soul and transform them body and mind into the lich.
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.

!!Forsaken Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a soul cage.

to:

* AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess
AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an individual, event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire breath to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on
after a period few generations of DemonicPossession, eject single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find
the relative's soul courge and transform them body strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire,
and mind into the lich.
* SupernaturalFearInducer: Just like normal liches,
as they have age they develop of fiery aura as well.
* TheRedeemer: If
a fear aura.

!!Forsaken Lich
villain has a shred of humanity left in their heart, a gold dragon will try its best to bring it out and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
-> '''Type:''' Dragon
->'''Level:''' Same as base creature + 2
6-22
->'''Alignment:''' Any Evil
LawfulGood
->'''Size:''' Same as base creature

Not all creatures who attempt
Small to become liches Colossal

Silver dragons
are successful. Those who fail sometimes become forsaken liches, with knights and crusaders, devoting their soul trapped outside lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the body it was severed from lofty ideals they hold... but unable to bind to a soul cage.silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.



* AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich is filled with an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
->'''Level:''' Same as base creature + 1
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.

to:

* AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich AnIcePerson: Their BreathWeapon is filled with an ever-shifting illusionary landscape a cone of its darkest dreams, failed ambitions, freezing air, and enraged insanity.
they gain a damaging aura of cold as they age.
* AttackReflector: Any spell that fails to penetrate CloserToEarth: They have probably the forsaken lich's spell resistance is turned back on best understanding of the caster.
* DeathRay: A forsaken lich can channel
Humanoid races they protect out of all the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes
and paralyzes those it hits. And when we say "can," we mean "has traditions governing almost every facet of their lives, and only allow themselves to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be
undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around
have strictures governing how and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder when they were allowed to actually hit the forsaken lich as it obscures it actual location ''defecate'', until a scandalized copper dragon petitioned a council of golds to have these lifted.
* FaceHeelTurn: Silvers are more prone to tarnishing
and can act independently to touch slipping into uncaring neutrality or outright evil than any other creatures type of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their obsession with imposing strict rules and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm
codes of energy conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones
that animates respect other races enough to do it wears down both body on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities,
and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
many not worth knowing."]]
-> '''Type:''' Dragon
->'''Level:''' Same as base creature + 1
3-19
->'''Alignment:''' Any Evil
ChaoticGood
->'''Size:''' Same as base creature

Beings who do not follow
Tiny to Gargantuan

Brass dragons are intensely social creatures, and greatly enjoy
the path company of lichdom but manage other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to bind conceal their true forms when doing so, and form enormous social networks around themselves strongly enough that they use to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.keep tabs on the communities they are part of.



* TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to use it more.
* SoulJar: They have a soul cage, though it becomes their soul cage due to their connection to it rather than them setting out to create one. This means they don't really get to pick their soul cage, and as such are more limited in their methods for protecting it.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
->'''Level:''' 14 (16 if awakened)
->'''Alignment:''' Evil
->'''Size:''' Tiny

Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments of their mind and magical power.

to:

* TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily DishingOutDirt: Brass dragons have the same high proficiency in magic that ability to control sand and summon sandstorms.
* ForcedSleep: Their secondary breath weapon is
a true lich does, cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image
they tend deliberately cultivate to use it more.
* SoulJar: They have a soul cage, though it becomes
lead their soul cage due opponents to their connection to it rather than them setting out to create one. This means underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura as
they don't really get to pick their soul cage, and as such are more limited in their methods for protecting it.
age.
* SupernaturalFearInducer: They have SummonMagic: Brass dragon great wyrms can summon a fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.
noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
-> '''Type:''' Undead
Dragon
->'''Level:''' 14 (16 if awakened)
4-20
->'''Alignment:''' Evil
ChaoticGood
->'''Size:''' Tiny

Liches that fall into inactivity will crumble
Tiny to pieces over time, leaving only a gem-studded skull infused with Gargantuan

Mercurial, emotional and intensely freedom-loving, copper dragons are
the remaining fragments most inconstant members of the metallic sept -- while their mind sense of morality is as strong as any metallic's, their attention span is quite low and magical power.often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.



* AndIMustScream: Demiliches are liches that, through [[TimeAbyss uncountable centuries]] of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body to wander other planes and realities, leaving their body to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.

to:

* AndIMustScream: Demiliches AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and
are liches that, through [[TimeAbyss uncountable centuries]] of madness generally quite quick to politely point out flaws in plans. They also enjoy annoying and isolation, frustrating enemies when fighting, and have been reduced a number of abilities themed around forcing others to little more laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die
than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity
betray that trust"]]
-> '''Type:''' Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze dragons are hermits among the metallics, rarely seeking to involve themselves
in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free
affairs of its body to wander other planes the wider world and realities, leaving their body preferring to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They
spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence
reading and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped
researching in their gems lairs. They also frequently act as guardians of precious or dangerous objects, as they have few objections to heal themselves.
* SoulJar: Formerly, but not anymore. As
sitting in one place for years at a lich's body crumbles so too does time to stand watch over their soul cage.
charge.
----
* SuperScream: Their dreaded ''wail TheHermit: Bronze dragons are the least sociable of the banshee'', available three levels metallics and prefer to spend their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are
the players get anything most aquatic of the standard dragons, and gain a number of water-related abilities as they age, culminating in the ability to create vortexes and tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is a line of electricity. In addition, old bronze dragons are surrounded by an electrified aura
that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling
damages those close to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.them.



[[folder:Lurking Ray]]

to:

[[folder:Lurking Ray]][[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]



->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)

to:

->'''Level:''' 2 (executioner's hood), 7 (lurker above), 4 (normal), 8 (trapper)(failed apotheosis)



->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them
Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless
into a single species their waiting jaws. They were originally creations of aberration with multiple distinct stages to its life cycle.the alghollthu, but have long since slipped the leash and become an independent menace.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.

to:

* MoreDeadlyThanTheMale: The females of BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this species goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics
have one a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or
more CR feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed
than fall into the males.clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.



[[folder:Metallic Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the chromatic dragons, older metallic dragons are some of the most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]

to:

[[folder:Metallic Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of
[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 8 (normal), 12 (demonic)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Powerful and dangerous undead that rise from
the chromatic dragons, older metallic dragons are some corpses of the most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]those who killed many people while alive, such as mass murderers or berserkers.



* BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic dragons will sometime fall to corruption and evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are the most powerful and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. They also follow this as an informal social system of sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
-> '''Type:''' Dragon
->'''Level:''' 7-23
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

The metallics ''par excellence'', gold dragons are creatures of immense power and boundless paternalistic benevolence, keeping the company of celestial beings and seeing the rest of mortalkind as children in need of guidance.

to:

* BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that deals direct damage and one that induces CallingCard: If they had a status effect.
* FaceHeelTurn: Metallic dragons
preferred method of killing in life, they will sometime fall to corruption often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos
and evil, an event dragons call a "tarnishing".
extending up and out of their mouths.
* GoldSilverCopperStandard: Gold dragons are ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most powerful dangerous opponent first and respected of the metallics, followed by silver dragons, then bronze dragons, and finally brass and copper dragons. preferring to strike at isolated targets.
* NiceJobBreakingItHero:
They also follow arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In
this as an informal social system of sorts, with gold dragons generally being case, the most influential resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and respected among will possess the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem
ability to remain unchanging fixtures within it."]]
-> '''Type:''' Dragon
turn one victim per day into another mohrg instead of a zombie.
[[/folder]]

[[folder:Mu Spore]]
->'''Type:''' Fungus
->'''Level:''' 7-23
21
->'''Alignment:''' LawfulGood
ChaoticNeutral
->'''Size:''' Small to Colossal

The metallics ''par excellence'', gold dragons are
Gargantuan

Titanic flying
creatures of immense power and boundless paternalistic benevolence, keeping who live in the company of celestial beings and seeing the rest of mortalkind as children in need of guidance.Darklands.



* AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire breath to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire, and as they age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left in their heart, a gold dragon will try its best to bring it out and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
-> '''Type:''' Dragon
->'''Level:''' 6-22
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Silver dragons are knights and crusaders, devoting their lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the lofty ideals they hold... but silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.

to:

* AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a new breed of chromatic "yellow dragons" rather than a fallen metallic.
* BefriendingTheEnemy: Their ageless wisdom can allow them to reason with their enemies and turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of
ThatsNoMoon: The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and needs to be taken down.
* KnockoutGas: Older dragons can use these instead of their fire breath to incapacitate their enemies.
* IncorruptiblePurePureness: Unlike other metallics, they are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most likely
Midnight Mountains, one of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds
[[BeneathTheEarth Vaults of Orv]], are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to blend into other species' societies; however, since most dragons will outlive even the most long-lived elves
lit by millennia, they generally need to at least put on a pretense of aging. While golds will generally fake their own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and so on. While this tends to work fine at first, their neighbors tend to catch wise to there being something fishy going on after a few generations of single people suddenly producing grown children out of nowhere.
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the courge and strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire, and as they age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left
six large, glowing "moons" -- which are, in their heart, a gold dragon will try its best to bring it out and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the
fact, six very, very fact that silver dragons existed long before paladins and follow codes more limiting than humans can fathom."]]
-> '''Type:''' Dragon
large glowing mu spores.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 6-22
3
->'''Alignment:''' LawfulGood
TrueNeutral
->'''Size:''' Small to Colossal

Silver dragons are knights and crusaders, devoting their lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they live up to the lofty ideals they hold...
Large

Stealthy
but silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.simple minded constructs capable of disabling opponents with paralysis or hypnotism.



* AnIcePerson: Their BreathWeapon is a cone of freezing air, and they gain a damaging aura of cold as they age.
* CloserToEarth: They have probably the best understanding of the Humanoid races they protect out of all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a scandalized copper dragon petitioned a council of golds to have these lifted.
* FaceHeelTurn: Silvers are more prone to tarnishing and slipping into uncaring neutrality or outright evil than any other type of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
-> '''Type:''' Dragon
->'''Level:''' 3-19
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Brass dragons are intensely social creatures, and greatly enjoy the company of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal their true forms when doing so, and form enormous social networks around themselves that they use to keep tabs on the communities they are part of.

to:

* AnIcePerson: Their BreathWeapon is a cone of freezing air, and they gain a damaging aura of cold as they age.
* CloserToEarth: They have probably
AnimalMecha: These constructs are made in the best understanding shape of the Humanoid races they protect out of all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until
a scandalized copper dragon petitioned a council of golds to have these lifted.
* FaceHeelTurn: Silvers are more prone to tarnishing and slipping into uncaring neutrality or outright evil than any other type of metallic dragon -- although it's still a rare thing, in absolute terms -- which some theorize is linked to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
skeletal snake.
[[/folder]]

[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.org/pmwiki/pub/images/neothelid.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing in the nearby cities, and many not worth knowing."]]
-> '''Type:''' Dragon
->'''Type:''' Aberration
->'''Level:''' 3-19
15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticGood
ChaoticEvil
->'''Size:''' Tiny to Gargantuan

Brass dragons are intensely social creatures, and greatly enjoy the company Creatures of other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal their true forms when doing so, and form enormous social networks around immense power who view themselves that as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they use to keep tabs on the communities they are part of.have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.



* DishingOutDirt: Brass dragons have the ability to control sand and summon sandstorms.
* ForcedSleep: Their secondary breath weapon is a cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura as they age.
* SummonMagic: Brass dragon great wyrms can summon a noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
-> '''Type:''' Dragon
->'''Level:''' 4-20
->'''Alignment:''' ChaoticGood
->'''Size:''' Tiny to Gargantuan

Mercurial, emotional and intensely freedom-loving, copper dragons are the most inconstant members of the metallic sept -- while their sense of morality is as strong as any metallic's, their attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.

to:

* DishingOutDirt: Brass dragons CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they
have the effectively no ability to control sand absorb losses in population and summon sandstorms.
* ForcedSleep: Their secondary breath weapon
the death of even a single neothelid is a cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety
disaster, and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura
as they age.
simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* SummonMagic: Brass dragon great wyrms MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and
can summon a noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.
easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/folder]]

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_copper_dragon.org/pmwiki/pub/images/ochre_jelly.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
-> '''Type:''' Dragon
->'''Type:''' Ooze
->'''Level:''' 4-20
5
->'''Alignment:''' ChaoticGood
TrueNeutral
->'''Size:''' Tiny to Gargantuan

Mercurial, emotional
Large

Animate masses of protoplasm hued a sickly combination of yellow, orange,
and intensely freedom-loving, copper dragons are brown. Some ancient cultures would entomb bodies with these oozes to break down the most inconstant members of flesh and clean the metallic sept -- while their sense of morality is as strong as any metallic's, their attention span is quite low and often prevents them from fully devoting themselves to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the most likely metallics to rampage.bones.



* AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
-> '''Type:''' Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze dragons are hermits among the metallics, rarely seeking to involve themselves in the affairs of the wider world and preferring to spend their time reading and researching in their lairs. They also frequently act as guardians of precious or dangerous objects, as they have few objections to sitting in one place for years at a time to stand watch over their charge.
----
* TheHermit: Bronze dragons are the least sociable of the metallics and prefer to spend their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are the most aquatic of the standard dragons, and gain a number of water-related abilities as they age, culminating in the ability to create vortexes and tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is a line of electricity. In addition, old bronze dragons are surrounded by an electrified aura that damages those close to them.

to:

* AcidAttack: Their BreathWeapon is a line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke
DamageDiscrimination: An ochre jelly's acid only dissolves flesh and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a number of abilities themed around forcing others to laugh.
* ThePrankster: Of the non-malicious sort, considering they are good aligned.
* WeakButSkilled: They are the weakest of the metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
-> '''Type:''' Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze dragons are hermits among the metallics, rarely seeking to involve themselves in the affairs of the wider world and preferring to spend their time reading and researching in their lairs. They also frequently act as guardians of precious or dangerous objects, as they have few objections to sitting in one place for years at a time to stand watch over their charge.
----
* TheHermit: Bronze dragons are the least sociable of the metallics and prefer to spend their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are the most aquatic of the standard dragons, and gain a number of water-related abilities as they age, culminating in the ability to create vortexes and tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, even by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is a line of electricity. In addition, old bronze dragons are surrounded by an electrified aura that damages those close to them.
practically nothing else.



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:'''
[[folder:Otyugh]]
->'''Type:'''
Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)4



->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into
Large

Creatures that revel in
their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash role as scavenger and become an independent menace.garbage disposal.



* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.

to:

* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped ArchEnemy: Ofalths' domains typically overlap with the strange belief that they can those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes
piece at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of
MundaneUtility: More than one city keeps otyughs in its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also
sewers as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory
a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
living waste disposal system.



[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 8 (normal), 12 (demonic)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Powerful and dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.

to:

[[folder:Mohrg]]
[[quoteright:264:https://static.
[[folder:Owlbear]]
[[quoteright:270:https://static.
tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 8 (normal), 12 (demonic)
4
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Powerful
Large

Owlbears are ferocious chimeras of unclear origins
and dangerous undead that rise from violent tempers. Theories on their origins abound, but nobody actually known how the corpses first of those who killed many people while alive, such as mass murderers or berserkers.these bizarre monsters came to be.



* CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.

to:

* CallingCard: If they had a preferred method of killing in life, they will BeastOfBattle: Owlbears are often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos
captured and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is
trained by orcs to make them pretend powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to be dead until they have a bear small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through
siege engines on their mouth to act as a grotesque ten-foot long tongue.
backs.
* TheParalyzer: Their tongue paralyzes people, DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they take particular satisfaction in the helplessness of let go and plummet on their victims.
meal's head.
* SerialKiller: Mohrgs arise from HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped
people who were these in life, from guessing. Theories include them being descended from an owl and becoming undead strengthens their urge a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came
to kill.
be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Certain specific variants Numerous different types of mohrg, each with its own unique abilities, can arise owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and
from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.
Ethereal Plane.



[[folder:Mu Spore]]
->'''Type:''' Fungus
->'''Level:''' 21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan

Titanic flying creatures who live in the Darklands.

to:

[[folder:Mu Spore]]
[[folder:Pech]]
->'''Type:''' Fungus
Fey
->'''Level:''' 21
3
->'''Alignment:''' ChaoticNeutral
TrueNeutral
->'''Size:''' Gargantuan

Titanic flying creatures
Small

Subterranean fey
who live in accidentally spawned the Darklands.dero, plenty of normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt their work.



* ThatsNoMoon: The Midnight Mountains, one of the [[BeneathTheEarth Vaults of Orv]], are lit by six large, glowing "moons" -- which are, in fact, six very, very large glowing mu spores.

to:

%%* DishingOutDirt
* ThatsNoMoon: The Midnight Mountains, one of OurGnomesAreDifferent: They play more closely to the [[BeneathTheEarth Vaults notion of Orv]], are lit by six large, glowing "moons" -- which are, in fact, six very, very large glowing mu spores."[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.



[[folder:Necrophidius]]
->'''Type:''' Construct

to:

[[folder:Necrophidius]]
[[folder:Quickling]]
->'''Type:''' ConstructFey



->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.

to:

->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
Small



* AnimalMecha: These constructs are made in the shape of a skeletal snake.

to:

* AnimalMecha: These constructs AbsoluteXenophobe: Quicklings hate every non-quickling and barely tolerate their own kind, rarely working together for longer than a few weeks.
* InvisibilityFlicker: Quicklings
are made in the shape of a skeletal snake.naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.



[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.

to:

[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
[[folder:Remorhaz]]
->'''Type:''' Aberration
Beast
->'''Level:''' 15 (normal), 20 (overlord)
7
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids
Huge

Remorhazes
are the spawn of the Outer God Shub-Niggurath, arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and one of the greatest horrors in the Darklands' depths. Much diminished from melt their long wars against way through the elder things, the aboleths, the Vault Builders ice, and the intellect devourers, they have slowly rebuilt their power base are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and harbor terrible designs for Golarion's depths its body reshape itself, and surface alike.emerge several centuries later as a frost worm.



* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.

to:

* CannibalismSuperpower: Neothelids who consume a large number of their kin BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They
can transform into immensely powerful neothelid overlords.
breathe fire.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids
FastTunnelling: They can fly -- twice burrow through solid ice at a very good clip, nearly as fast as they can crawl, in fact -- despite not having wings.
run.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it to breathe out gouts of millennia -- flame and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population granting and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
permanently scorching aura.



[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.

to:

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
[[folder:Retriever]]
->'''Type:''' Ooze
Construct
->'''Level:''' 5
11
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes
Huge

Abyssal constructs built
to break hunt down the flesh and clean the bones.those who betray their demonic masters.



* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.

to:

* DamageDiscrimination: An ochre jelly's acid only dissolves AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic
flesh and practically nothing else.of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.



[[folder:Otyugh]]

to:

[[folder:Otyugh]][[folder:Roper]]



->'''Level:''' 4
->'''Alignment:''' TrueNeutral

to:

->'''Level:''' 4
10
->'''Alignment:''' TrueNeutralChaoticEvil



Creatures that revel in their role as scavenger and garbage disposal.

to:

Creatures Ambush predators that revel in their role as scavenger look almost perfectly like stalagmites, ropers are cruel philosophers and garbage disposal.theologists who will engage in complex debates with the creatures they're eating.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.

to:

* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to FauxAffablyEvil: Ropers are particularly enjoy taking otyughs apart one piece at interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers,
a time.
* MundaneUtility: More
roper appears to be nothing more than one city keeps otyughs in its sewers as a living waste disposal system.large stalactite, stalagmite, or pillar of ice.



[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 4

to:

[[folder:Owlbear]]
[[quoteright:270:https://static.
[[folder:Rust Monster]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Animal
Aberration
->'''Level:''' 43 (normal), 6 (rust lord)



->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.

to:

->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins
Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.equipment.



* BeastOfBattle: Owlbears are often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.

to:

* BeastOfBattle: Owlbears are often captured and trained MetalMuncher: Rust monsters feed on metal, "digesting" it by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
very rapidly corroding it.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two
MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as
can't do much to a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in
player on their northern homes.
** Darklands owlbears are distinguished by
own; their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable
main danger comes from their ability to quickly turn a party's worth of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing
high-end gear into and from the Ethereal Plane.a pile of rust.



[[folder:Pech]]
->'''Type:''' Fey
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Subterranean fey who accidentally spawned the dero, plenty of normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt their work.

to:

[[folder:Pech]]
[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Fey
Undead
->'''Level:''' 3
3 (normal), 8 (greater)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Small

Subterranean fey who accidentally spawned
Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain
the dero, plenty life out of normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt anyone they encounter to create more of their work.kind.



%%* DishingOutDirt
* OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.

to:

%%* DishingOutDirt
* OurGnomesAreDifferent: BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks:
They play more closely to can be created with the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.



[[folder:Quickling]]
->'''Type:''' Fey
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small

to:

[[folder:Quickling]]
[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Fey
Plant
->'''Level:''' 3
6
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' SmallLarge

Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.



* AbsoluteXenophobe: Quicklings hate every non-quickling and barely tolerate their own kind, rarely working together for longer than a few weeks.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.

to:

* AbsoluteXenophobe: Quicklings hate every non-quickling and barely tolerate their own kind, rarely working together ManEatingPlant: Shamblers are intelligent, carnivorous plants with a fondness for longer than a few weeks.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.
elf flesh in particular.



[[folder:Remorhaz]]
->'''Type:''' Beast
->'''Level:''' 7

to:

[[folder:Remorhaz]]
[[folder:Slithering Tracker]]
->'''Type:''' Beast
Ooze
->'''Level:''' 74



->'''Size:''' Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.

to:

->'''Size:''' Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.
Small



* BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it to breathe out gouts of flame and granting and permanently scorching aura.

to:

* BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at
TheParalyzer: Any creature that is hit by a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing
slithering tracker's slam comes into contact with the anesthetising slime it to breathe out gouts of flame and granting and permanently scorching aura.secretes.



[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

[[folder:Retriever]]
[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Construct
Animal
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.
Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.

to:

* AnimalMecha: FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor:
The retriever Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge''
is a large, spider-like construct built the name used by demon lords.
* EyeBeams: The retriever's eyes
''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made
be legally used in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
non-OGL products.



[[folder:Roper]]

to:

[[folder:Roper]][[folder:Thessalhydra]]



->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

->'''Level:''' 10
18
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers
Gargantuan

Legendary beasts renowned for their speed
and theologists who will engage in complex debates with the creatures they're eating.savagery.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.

to:

* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous
and death and the finer points warped versions of evil religions, and can talk or argue for hours their namesakes, being hulking, quadrupedal reptiles with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers,
necks topped with a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.gaping, jawless maw ringed with writhing snake necks.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[folder:Thought Eater]]



->'''Level:''' 3 (normal), 6 (rust lord)

to:

->'''Level:''' 3 (normal), 6 (rust lord)2



->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful
AbstractEater: As their name would indicate, these creatures and can't do much to a player feed on their own; their main danger comes thoughts. A living corporeal creature that takes damage from their ability to quickly turn a party's worth thought eater's bite loses some of high-end gear into a pile of rust.its thoughts.



[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil

to:

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3 (normal), 8 (greater)
3
->'''Alignment:''' ChaoticEvilNeutralEvil



Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.

to:

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their kind.time seeking prey.



* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.

to:

* BossInMookClothing: Greater shadows VampiricDraining: Vampiric mists feed on blood, and are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard
often mistaken for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
vampires in gaseous form.



[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:''' 6

to:

[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
[[folder:Vegepygmy]]
-> '''Type:''' Fungus
->'''Level:''' 60



->'''Size:''' Large

Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.

to:

->'''Size:''' Large

Masses
Small

When creatures are killed by an infection
of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.



* ManEatingPlant: Shamblers are intelligent, carnivorous plants with a fondness for elf flesh in particular.
[[/folder]]

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4

to:

* ManEatingPlant: Shamblers MushroomMan: Vegepygmies are intelligent, carnivorous plants with very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by
a fondness dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs
for elf flesh in particular.
[[/folder]]

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Fungus
->'''Level:''' 43



->'''Size:''' Small

to:

->'''Size:''' SmallMedium

Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any They inject a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any
creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime grapples it secretes. to take piercing damage and be exposed to its toxin.



[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].

to:

[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
3
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
Medium



* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.

to:

* FantasticFaunaCounterpart: They serve as MakeThemRot: A violet fungi's tendrils are coated with a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name
virulent venom that causes flesh to rot and decay. If left untreated, it can be legally used cause the flesh of an entire limb to drop away in non-OGL products.no time at all, leaving behind only bones that soon rot as well.



[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18

to:

[[folder:Thessalhydra]]
->'''Type:''' Aberration
[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 1813



->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.
Large



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed
ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of
their namesakes, being hulking, quadrupedal reptiles hunting grounds is often strewn with necks topped with a gaping, jawless maw ringed with writhing snake necks.the remains of wild animals, ill-fated adventurers, and even giants.



[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Thought Eater]]
->'''Type:'''
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:'''
Aberration
->'''Level:''' 28



->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Size:''' Tiny

Tiny
Medium

Stealthy
predators from the Ethereal Plane that feed on thoughts.puppeteer corpses as bait for future prey.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As their name would indicate, these creatures feed on thoughts. ThatsNoMoon: A living corporeal creature wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that takes damage from a thought eater's bite loses some of the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its thoughts.maw.



[[folder:Vampiric Mist]]

to:

[[folder:Vampiric Mist]][[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]



->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

->'''Level:''' 3
Same as base creature + 2
->'''Alignment:''' NeutralEvil
Evil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms
of vermin that fed upon their time seeking prey.corpses.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists feed on blood, UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are often mistaken for vampires only tied to those of others of their kind by the manner in gaseous form.which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...



[[folder:Vegepygmy]]
-> '''Type:''' Fungus
->'''Level:''' 0

to:

[[folder:Vegepygmy]]
[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Fungus
->'''Level:''' 0
Elemental



->'''Size:''' Small

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.

to:

->'''Level:''' 6
->'''Size:''' Small

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.
Medium



* MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Fungus
->'''Level:''' 3

to:

* MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless:
EatDirtCheap: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
eat almost exclusively minerals.
[[/folder]]

[[folder:Yellow Musk Creeper]]
-> '''Type:''' Fungus
Plant
->'''Level:''' 32




Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.



* TheParalyzer: They inject a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage and be exposed to its toxin.
[[/folder]]

[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
----
* MakeThemRot: A violet fungi's tendrils are coated with a virulent venom that causes flesh to rot and decay. If left untreated, it can cause the flesh of an entire limb to drop away in no time at all, leaving behind only bones that soon rot as well.
[[/folder]]

[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Alignment:''' TrueNeutral
->'''Level:''' 6
->'''Size:''' Medium
----
* EatDirtCheap: They eat almost exclusively minerals.
[[/folder]]

[[folder:Yellow Musk Creeper]]
-> '''Type:''' Plant
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
----

Added: 36541

Changed: 68449

Removed: 13510

Is there an issue? Send a MessageReason:
None


[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.

to:

[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows
[[folder:Chromatic Dragon]]

What the hell kind of Fantasy RPG doesn't have evil dragons for you to slay? The really lame kind, that's what. These dark, treasure hoarding beasts are everything that Humanoids fear Dragons are: terribly powerful, [[AttackOfTheFiftyFootWhatever massive]], [[AlwaysChaoticEvil cruel]], [[TimeAbyss long-lived]]
and swamps and take a disturbing degree of pleasure out of tormenting their victims.[[GeniusBruiser intelligent]].



* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
[[/folder]]

[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.

to:

* EatenAlive: A chuul's paralyzed victims ChromaticArrangement: Reds, blues, and greens are typically eaten while alive referred to as the greater chromatics, feared and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger
respected more than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
the relatively simplistic blacks and emotional suffering, eating them alive whites.
* HeelFaceTurn: Rarely, a chromatic dragon will forsake its evil ways in an event dragons refer to as a "redeeming".
* LawOfChromaticSuperiority: Red, unsurprisingly, is the distinctive color of the strongest variety of chromatics,
and white of the weakest.
* MascotVillain: A red dragon decorates the cover of the original Core Rulebook, with a white dragon
taking time before each kill its place for Second Edition Playtest. As of the Remaster that role has been taken by the infernal dragon, which is the closest of the new true dragons to insult looking like a red dragon.

!!Black Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_black_dragon.png]]
[[caption-width-right:350:"Hatred drives them like a barbed whip, pushing them ever forward to wallow in the toils of sadism
and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
[[/folder]]

[[folder:Cloaker (Fulthrethu)]]
evil."]]
->'''Type:''' Aberration
Dragon
->'''Level:''' 5
3-19
->'''Alignment:''' ChaoticNeutral
ChaoticEvil
->'''Size:''' Large

Originally created as spies for
Tiny to Gargantuan

Vicious sociopaths, black dragons hate with a fury few other dragons bother to muster. With short tempers and cunning minds, they combine
the alghollthu, cloakers are paranoid to the extreme.worst parts of dragonkind into a creature that enjoys scarring bodies as much as they do shattering minds.



* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
[[/folder]]

[[folder:Darkmantle]]
->'''Type:''' Beast
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

* CastingAShadow: Darkmantles can cloak the nearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around the victim.
* UndergroundMonkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.
[[/folder]]

[[folder:Delver]]
->'''Type:''' Aberration
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

[[/folder]]

[[folder:Destrachan]]
->'''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.

to:

* BrownNote: Cloakers have AcidAttack: Their BreathWeapon is a gout of acid and older black dragons deal additional acid damage with their bite.
* AcidPool: Older specimens can create one using their breath.
* TheBeastmaster: Great wyrms can use Charm Reptiles to control all reptilian creatures in their domain, from lizards to crocodiles.
* DarkIsEvil: The cruelest of the chromatics with pitch black scales and
the ability to emit an infrasonic moan which unnerves create magical darkness.
* FisherKing: Between their habit of overhunting, their willingness to liberally douse
anything around them with acid, and the fact that hears it.
[[/folder]]

[[folder:Darkmantle]]
they stagnate water with a touch, a black dragon's swamp tends to be a terrible place to visit.
* GreenThumb: Once they're old, they get ''plant growth'' as a spell-like ability.
* HornsOfVillainy: Like most dragons they have horns, but some of them take it a step further than most by breaking their own horns and cause them to heal incorrectly into jagged angles and jutting shards, solely for the sake of looking more intimidating.
* ItAmusedMe: When a black dragons slaughters a village, tortures someone for days, or eats a baby, this is almost always their motivation.
* MyDeathIsOnlyTheBeginning: The sadism of a black dragon does not end with their death and most who manage to slay one find themselves beset by all manner of contingency plans.
* NoSell: Immune to acid in addition to typical draconic immunities.
* PestController: At ancient age, they get ''insect plague'' as a spell like ability.
* PoisonousPerson: Once they become adults, they gain the ability to stagnate water with a touch.
* {{Sadist}}: Black dragons tend to be highly sadistic, and take immense pleasure from capturing humanoid prisoners, imprisoning them in their lairs and subjecting them to whichever torments they can devise; they are particularly fond of inflicting disfiguring scars and injuries on their victims, especially those who are particularly beautiful.
* ScarsAreForever: The scars their acid leaves are permeant, defying most healing magic.
* SelfHarm: That practice of breaking their own horns mentioned above? Explicitly mentioned to hurt a ''lot''.
* SpeaksFluentAnimal: All black dragons older than young can speak with reptiles.
* SuperNotDrowningSkills: All black dragons can breathe water.
* SwampsAreEvil: These vicious, aggressive and foul-tempered dragons prefer to make their home is swamps. A joke among dracologists is that they live in swamps because no other terrain would take them, though woe be the one who repeats that joke to a black dragon.
* TortureTechnician: Of all the chromatic dragons, black dragons [[{{Sadist}} tend to be the most fond of]] ColdBloodedTorture. Various uses of their acidic breath and saliva are a recurring theme, but water torture of different sorts is also a favorite.
* ToServeMan: They prefer meals that can beg for mercy, because of course they do given the rest of their tropes.

!!Blue Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_blue_dragon.png]]
[[caption-width-right:350:"You will most likely never meet the blue dragon manipulating your lives."]]
->'''Type:''' Beast
Dragon
->'''Level:''' 1
5-21
->'''Alignment:''' TrueNeutral
LawfulEvil
->'''Size:''' Small

* CastingAShadow: Darkmantles can cloak
Small to Colossal

The masterminds of
the nearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around
chromatic dragons, controlling networks of spies, operatives, and sometimes entire countries from behind the victim.
* UndergroundMonkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.
[[/folder]]

[[folder:Delver]]
->'''Type:''' Aberration
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

[[/folder]]

[[folder:Destrachan]]
->'''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with
scenes. They're driven by a potent sonic attack.need for control, both over others through their manipulations and themselves through strict personal discipline.



* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
[[/folder]]

[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.

to:

* BizarreAlienSenses: Destrachans sense AdaptationalAttractiveness: They are quite a bit more aesthetically pleasing than the world via echolocation, represented by extremely high perception skills TabletopGame/DungeonsAndDragons version. due to their [[VisualPun electric blue]] and one gold coloring, and their more sleek an elegant shape.
* AffablyEvil: They certainly are the most talkative
of the higher ranges Chromatics, even if only for blindsight found in the game.
sake of giving a HannibalLecture.
* DisabilityImmunity: DeadlyDustStorm: Great wyrms can create sandstorms at will, great to cover up an escape or an attack.
* EatDirtCheap: Blues can obtain a small amount of nutrition from minerals in rocks, and when particularly starved they will swim through areas of nutrient-rich sand and allow grains to filters through their teeth.
* HalfHumanHybrid: Blue dragons are responsible for more half-dragons and dragon-blooded beings than all other true dragons combined, although they often do this by magically altering other creatures rather than traditional mating.
* ManBehindTheMan:
Their lack modus operandi. They're perfectly content ruling for centuries without their names ever being known, allowing them to pull all sorts of eyes (and correlating reliance on echolocation) nullifies a huge range strings without being hindered by their ego.
* MasterOfIllusion: Fitting given their love
of basic tactics [[YourEyesCanDeceiveYou like invisibility, manipulation. Old blue dragons can create illusionary duplicates of themselves, and all their spell-like abilities they get with age are from the illusion spells, school.
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle
and darkness]].
lesser beasts.
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably
PragmaticVillainy: They're all too happy to simply wait for their antagonists to die of old age, taking the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified minimum of effort to keep such pests from disrupting their plans in playing them as {{Magnificent Bastard}}s, but the meantime.
* OrcusOnHisThrone: Under ''no'' circumstances does a blue dragon simply set out to do things themselves after being failed by their underlings. Even those who
actively encouraged.
hunt them down don't warrant personal attention.
* SuperScream: A destrachan SandWorm: They habitually swim through the desert sands, both to avoid notice and for relaxation. Their sleek, streamlined shapes and smooth, tightly layered scales help them move through this dense medium. In turn, these sand swims ensure that the profusions of hornlets, bony growths, spurs and ridges that most dragons grow as they age don't break up the profiles of the blues, as such outgrowths are quickly ground away by friction with the sand.
* ShockAndAwe: Their BreathWeapon is a line of electricity, and ancient and powerful blue dragons
can project a blast use it to generate full-out storms. In addition, adult and older blue dragons are surrounded by an electrified aura that damages those close to them.
* TheSocialExpert: A requisite when one manages hundreds
of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow operatives over the door you just closed while running away]].
[[/folder]]

[[folder:Devourer]]
course of centuries.
* TheSpymaster: Blues often control extensive webs of contacts, spies and agents that they use to keep tabs on and direct the affairs of other species' cultures without revealing themselves to either the humanoids they manipulate or to other dragons.
* TheStoic: Taciturn and joyless, even by the standards of chromatics.
* ThirstyDesert: Their typical habitat. In addition, they can dry out liquids within a certain range, including potions.
* {{Troll}}: They very much prefer [[ManipulativeBastard mind-games and manipulation]] to brute force.
* TunnelKing: Blues are capable of burrowing through sand and soil, an ability which shapes their lairs, plans, and general behavior.
* VillainousVirtues: Blues strive for discipline and self-control in all situations, though their lack of instinctual predilection it means they have a tendency to snap from the tension every few centuries. They're also suprisingly humble, happy to go without recognition from their unwitting subjects their whole lives.
* VoiceChangeling: Almost from birth, blue dragons can perfectly mimic voices and sounds.

!!Green Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
org/pmwiki/pub/images/pathfinder_green_dragon.png]]
[[caption-width-right:350:"Greens are obsessed with perfecting their minds and bodies, and exceed even the learned bronzes in scholarship and study."]]
->'''Type:''' Dragon
->'''Level:''' 11
4-20
->'''Alignment:''' NeutralEvil
LawfulEvil
->'''Size:''' Large

Beings who venture beyond
Small to Colossal

Green dragons seek mastery over everything, including their own minds and base desires. This makes them
the farthest reaches most intellectual chromatics, focused on improving their minds through research and scholarship. But despite their more reasonable temperaments, they are still dragons and remain as capable of cruelty as the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.most vicious red if properly motivated.



* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.
[[/folder]]

[[folder:Dire Corby]]
->'''Level:''' 1 (dire corby), 2 (dread corby)
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

to:

* HumanoidAbomination: A lot AcidAttack: In 1st Edition, their BreathWeapon is a cone of undead count acidic vapor and ancient green dragons can create clouds of corrosive gas. 2nd Edition swaps this out for poison instead.
* TheArchmage: Those who specialize in magical research will often uncover powerful magic secrets that augment their already potent arcane power. That said, a centuries old green may fall behind a decades old human wizards in pure spell power, as their research tends
to lack in immediate practical application.
* BadassBookworm: Greens may be the most intellectual of dragons, but they are still ''dragons''. On top of that, their drive for self improvement also extends to their bodies and most perform rigorous exercise every day to stay in peak physical condition.
* BerserkButton: Misattributing a green's work, or worse, taking credit for it. This goes double if the culprit is a lesser species like a human, and even greens who've never heard of the slighted dragon will take great offense on their behalf.
* ChallengeSeeker: As a lack of challenge can mean stagnation, greens tend to seek out difficult tasks. These can range from frustrating social interactions to semi-dangerous fights, so long as it's not something that can be bested easily.
* ChameleonCamouflage: Old and older green dragons can hide in any natural terrain just by standing still, even without cover or concealment. The fact that this works equally well in deserts and caves despite the vast difference in coloration indicates they can actually change color biologically, as the ability is non-magical in nature.
* DeadlyGas: Their breath weapons consist of a cloud of deadly gas -- acidic in 1st edition, toxic in 2nd.
* EnchantedForest: Their preferred habitat are vast, primal forests where the trees tower over even their own sizable forms, and actively cultivate their home woodlands to turn them into this.
* FisherKing: A forest in a green dragon's territory tends to be in better condition that nearby woodlands, as they view the condition of their domain as a reflection of themselves.
* FriendlyEnemy: So long as there isn't a specific reason for enmity, they get along quite well with bronzes due to their respect for fellow scholars.
* GeniusBruiser: No less physically dangerous than any other dragon, greens are naturally gifted at mathematics. They typically leverage this gift towards magical theory, astronomy, planar research, and other advanced subjects.
* GreenThumb: Green dragons develop a number of ways to manipulate plant life as they mature, such as the ability to hasten plant growth or to animate and control trees.
* HeelFaceTurn: More greens abandon their evil ways than all other chromatics combined. That said, few actually go all the way to Good, settling instead into some strain of Neutral.
* HornsOfVillainy: A large rhino-like horn on their nose. This actually becomes a problem as they grow older and the horn begins to create a blind spot, so many carve or otherwise shape it to be less obtrusive.
* KissKissSlap: Their competitive natures mean most reproductive trysts end in violence when
one degree or another, but Devourers may points out a flaw in the other.
* MookMaker: They can temporarily animate trees as treants to serve as minions.
* NobleDemon: Compared to other evil dragons, green dragons at least
have a sense of [[VillainousVirtues honor]], and they are noted to be more open to diplomacy than the best claim, being warped, soul-stealing remnants from beyond other kinds of chromatic dragons. They're also the edges most likely chromatics to abandon evil in favor of time and space.
neutrality or even benevolence, although it's still a small portion of their numbers that ever does that.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by
PoisonousPerson: In 2nd Edition, their breath weapon is a devourer will be trapped cloud of toxic gas that poisons anyone standing within its chest it.
* {{Pride}}: They will grant others access to their research not out of any sense of altruism, but to make sure they get credit
and can't be brought back until admirations for their discoveries.
* StealthExpert: Besides their ability to blend in with any terrain, they leave no tracks or other signs of their passage unless they so choose to.
* SuperNotDrowningSkills: Like black dragons, greens can breathe underwater.
* VillainousVirtues: They're moderate and self-controlled to an extend that rivals gold dragons, they focus on self-improvement both physically and mentally, and they actually cultivate and grow
the devourer is destroyed or forced forests in their territories.
* WeHaveReserves: Not in combat, but greens will happily spend the lives of many hundreds of lesser lifeforms for their research.
* WhenTreesAttack: Green dragons can animate trees
to release it.
[[/folder]]

[[folder:Dire Corby]]
aid them in battle.

!!Red Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_red_dragon.png]]
[[caption-width-right:350:"Be assured that no known language contains a singular word to describe the awesome and terrible power of red dragons."]]
->'''Type:''' Dragon
->'''Level:''' 1 (dire corby), 2 (dread corby)
6-22
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' MediumSmall to Colossal

When you think dragon, this is probably what pops into your head. Incredibly powerful, ruling over their domains with an iron fist, and all too willing to reduce the merest potential of a problem to ash.



* BirdPeople: They're muscular, humanoid crows with powerful arms instead of wings.

to:

* BirdPeople: AlwaysChaoticEvil: There is exactly one recorded instance in all of history of a red dragon that wasn't evil. The rest are as vile and monstrous as they come.
* EvilCounterpart: Traditionally to gold dragons. Both are immensely powerful paragons of dragonhood and closely tied to the element of fire, as well as the strongest representatives of their respective septs. However, reds are hateful and sadistic where the golds are benevolent and peaceful, violently destructive where the golds are mentoring, and proud to be feared and loathed where the golds are respected and admired.
They're muscular, also both incredibly proud and arrogant, with the golds' tendency for casual condescension being mirrored in the reds' delusions of godhood, and gold dragons are the only creatures alive that the reds treat with something approaching respect.
* ExtremeOmnivore: The fires that burn within the bodies of red dragons allow them to process and digest almost anything they can fit down their gullets -- there are very few types of animals, plants or mineral substances that a red cannot, in a pinch, digest and gain nutrition from.
* FireIsRed: Red dragons are the only chromatic dragons with access to fire as a breath weapon or to fire-related abilities, and these abilities are more extensive and developed than what metallic dragons have.
* AGodAmI: Their ego makes it nigh impossible for them to consider anything greater than themselves, so they have a tendency to declare themselves as gods.
* LawOfChromaticSuperiority: It's only natural that the red dragons are the strongest, most magically adept and most widely-feared of all dragons.
* PlayingWithFire: Red dragons have the most traditional dragon BreathWeapon of all, a jet of fire. In addition, adult red dragons gain an aura of intense heat surrounding their bodies that causes damage to anyone standing near them, as well as the ability to manipulate fire and flames.
* {{Pride}}: Reds are extremely proud beings: they are some of the strongest and most powerful entities they are likely to ever encounter, and they know this very well. As a result, old and powerful reds are some of the most prideful and arrogant beings alive, viewing themselves as so close to godhood that most don't even bother with religion out of deep-seated dislike for admitting that there's anything mightier than themselves.

!!White Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_white_dragon.png]]
[[caption-width-right:350:"White dragons are stupid, weak, savage, and pathetic -- [[OvershadowedByAwesome as dragons go]]."]]
->'''Type:''' Dragon
->'''Level:''' 2-18
->'''Alignment:''' ChaoticEvil
->'''Size:''' Tiny to Gargantuan

The least of the chromatics, white dragons are nonetheless masters of their domains due to making their homes far in the arctic where no other true dragons go. In temperate climes they lair in high, cold mountains, which can often bring them into conflict with the red and silver dragons that also live there.
----
* AnIcePerson: Their BreathWeapon is a gale of freezing air, and they have access to a number of ice-based abilities, such as the power to create localized blizzards or to shape and control ice and snow.
* ButtMonkey: Their stupidity and relative weakness makes them a laughingstock among other dragons. [[NotSoHarmlessVillain Not that they're not capable of casually wiping a Humanoid settlement off of the map]].
* DumbMuscle: White Dragons are some of the only true dragons that are, across the board, ''dumber'' than most humanoids.
* OvershadowedByAwesome: White dragons are not, on an objective scale, weak creatures. They are still dragons, after all, and older whites are in many cases the among the most powerful and dominant creatures in their icy arctic homes. They simply have the poor fortune to be in the same family as red, blue and green dragons and of sharing their preferred habitats with both the more powerful silver dragons and the more numerous and organized frost giants. While mighty by
humanoid crows with powerful arms instead of wings.standards, whites rarely shine against either their relatives or their neighbors.



[[folder:Disenchanter]]
->'''Type:''' Beast
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Trunked, blue-furred camel-like creatures that feed on magic.

to:

[[folder:Disenchanter]]
[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Beast
Aberration
->'''Level:''' 3
1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Large

Trunked, blue-furred camel-like creatures that feed on magic.
Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.



* MagicEater: Disenchanters feed by siphoning the magic out of magical items with their trunks, leaving the items broken and useless and metabolizing their magic energies to sustain themselves or storing it to unleash as an energy attack.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.

to:

* MagicEater: Disenchanters feed by siphoning the magic out of magical items with EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through
their trunks, leaving the items broken tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
and useless emotional suffering, eating them alive and metabolizing taking time before each kill to insult and torment their magic energies victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer
to sustain themselves hunt lizardfolk, while subterranean ones usually go after hryngar or storing it to unleash as an energy attack.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.
morlocks.



[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Humanoid (elf)

The descendants of
Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for
the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch
alghollthu, cloakers are paranoid to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.extreme.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to
BrownNote: Cloakers have the women in their group do the speaking when dealing with them in order ability to be taken with emit an infrasonic moan which unnerves anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication
that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.hears it.



[[folder:Ether Spider]]
-> '''Type:''' Beast
->'''Level:''' 5

to:

[[folder:Ether Spider]]
-> '''Type:'''
[[folder:Darkmantle]]
->'''Type:'''
Beast
->'''Level:''' 51



->'''Size:''' Large
----
* ArchEnemy: Ether spiders are the natural enemy of another denizen of the Ethereal Plane, the xill.
* GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* PoisonousPerson: They are spiders, what else did you expect?
* SpiderPeople: These spiders have the faces of humans.

to:

->'''Size:''' Large
----
Small

* ArchEnemy: Ether spiders are CastingAShadow: Darkmantles can cloak the natural enemy of another denizen of nearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around
the Ethereal Plane, the xill.
victim.
* GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* PoisonousPerson: They are spiders, what else did you expect?
* SpiderPeople: These spiders have the faces of humans.
UndergroundMonkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:'''
[[folder:Delver]]
->'''Type:'''
Aberration
->'''Level:''' 39
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

[[/folder]]

[[folder:Destrachan]]
->'''Type:''' Aberration
->'''Level:''' 8



->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Size:''' Medium

Web lurkers are ugly
Large

Sadistic
monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
with a potent sonic attack.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps have supernatural control over BizarreAlienSenses: Destrachans sense the spiders they lair with, which they keep as both pets world via echolocation, represented by extremely high perception skills and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out
one of the shadow of higher ranges for blindsight found in the game's progenitor.game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].



[[folder:Flail Snail]]
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral

to:

[[folder:Flail Snail]]
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Beast
Undead
->'''Level:''' 4
11
->'''Alignment:''' TrueNeutralNeutralEvil




Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.



* AttackReflector: The flail snail's shell is capable of warping spells and flinging them back at the caster.
* CombatTentacles: The spiny tentacles which give the flail snail its name can be used to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.

to:

* AttackReflector: HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating:
The flail snail's shell is capable of warping spells souls killed by a devourer will be trapped within its chest and flinging them can't be brought back at until the caster.
* CombatTentacles: The spiny tentacles which give the flail snail its name can be used
devourer is destroyed or forced to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.
release it.



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
-> '''Type:''' Aberration
[[folder:Dire Corby]]
->'''Level:''' 1
1 (dire corby), 2 (dread corby)
->'''Alignment:''' LawfulGood
NeutralEvil
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
Medium



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches
BirdPeople: They're muscular, humanoid crows with powerful arms instead of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.wings.



[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13

to:

[[folder:Froghemoth]]
-> '''Type:''' Aberration
[[folder:Disenchanter]]
->'''Type:''' Beast
->'''Level:''' 133



->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.

to:

->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Large

Trunked, blue-furred camel-like creatures that feed on magic.



* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.

to:

* CombatTentacles: It attacks mainly MagicEater: Disenchanters feed by lashing foes siphoning the magic out of magical items with its tentacles.
their trunks, leaving the items broken and useless and metabolizing their magic energies to sustain themselves or storing it to unleash as an energy attack.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky MooksAteMyEquipment: In addition to their magic-draining tongue which it uses attacks, any magic weapon that successfully strikes a disenchanter has to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible
save or ethereal creatures.lose a property or point of enhancement bonus.



[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.

to:

[[folder:Gelatinous Cube]]
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem
org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not
to treat dungeons as flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops growing hatred of their creators and keep them clean of refuse, and to have continued to thrive on their own long after kin who left.

With
the downfall switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of their original makers.the Underdark, while subterranean elves are now known simply as cave elves.



* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.

to:

* TheAgeless: Gelatinous cubes can live AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for millennia if not a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or starved for food.
turned into driders long before then.[[invoked]]
* ElementalAbsorption: Frost cubes, thanks BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even
their symbiotic brown mold, can absorb heat ''vegetables'' could be made to heal themselves.
suffer.
* EliteMook: The ebony cubes, which unlike ChuckCunninghamSyndrome: When the regular kind can digest metal, and game transitioned from the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides
OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be
most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality
noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built
on the part backs of wizards with perhaps more its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of
power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less
than foresight.modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration

to:

[[folder:Gibbering Mouther]]
[[folder:Ether Spider]]
-> '''Type:''' AberrationBeast



->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.
Large



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther can emit a stream ArchEnemy: Ether spiders are the natural enemy of acidic spittle.
another denizen of the Ethereal Plane, the xill.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
PoisonousPerson: They are spiders, what else did you expect?
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.SpiderPeople: These spiders have the faces of humans.



[[folder:Gorgon]]

to:

[[folder:Gorgon]][[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
----
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
[[/folder]]

[[folder:Flail Snail]]



->'''Level:''' 8

to:

->'''Level:''' 84




* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to meeting other creatures is to attack them on sight and attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.

to:

\n----
* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to meeting other creatures AttackReflector: The flail snail's shell is to attack capable of warping spells and flinging them on sight and attempt to gore, trample or petrify them.
back at the caster.
* MonsterOrganTrafficking: A gorgon's lungs CombatTentacles: The spiny tentacles which give the flail snail its name can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
bludgeon potential enemies.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.



[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

[[folder:Gray Render]]
[[folder:Flumph]]
-> '''Type:''' Beast
Aberration
->'''Level:''' 8
1
->'''Alignment:''' TrueNeutral
LawfulGood
->'''Size:''' LargeSmall

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.



* CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying more than a mile away, running to protect them if they are attacked.

to:

* CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy:
TheCassandra: Their main dynamic in the game. Anything small peculiar appearance and innocent enough has the chance to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying
origins make their quest considerably more than a mile away, running to protect them if they difficult.
* CreepyGood: They
are attacked.aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
[[folder:Froghemoth]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)13



->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather
Huge

Apex predators of
the alchemical result swamps, capable of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.hunting dinosaurs or even dragons.



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: A gray ooze, due to CombatTentacles: It attacks mainly by lashing foes with its transparency, can make tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which
it dangerously easy uses to mistake one for a harmless-looking pile of mud.
grab and reel in distant prey.
* TheParalyzer: SeeTheInvisible: A crystal ooze secretes a paralysing slime.froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.



[[folder:Grick]]
-> '''Type:''' Aberration

to:

[[folder:Grick]]
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' AberrationOoze



->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.

to:

->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal,
and hooked jaws.
the sapient and spell-slinging sorcerer oozes.
* MadeOfIron: They're a CR 3 monster TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed
with high damage weapons can get through it if you don't have any magic black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality
on you.the part of wizards with perhaps more power than foresight.



[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

to:

[[folder:Howler]]
->'''Type:''' Fiend
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 3
5
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' LargeMedium

Screaming masses of misshapen flesh who drive others mad with their cries.



* BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.

to:

* BrownNote: AcidAttack: A howler's constant howling is a grating, exhausting baying that gibbering mouther can drive listeners insane.emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.



[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.

to:

[[folder:Inevitables]]
[[folder:Gorgon]]
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites
TrueNeutral
->'''Size:''' Large

* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction
to wage war against proteans meeting other creatures is to attack them on sight and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.
attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.
[[/folder]]

[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Large



* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 4

to:

* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into CounterAttack: When injured, a secondary role as gray render may lash out blindly against a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
random creature within its reach that is not its charge.
* DyingRace: The inevitables are on the decline, and have been for a long time. ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy:
Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise main dynamic in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials,
game. Anything small and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's
innocent enough has the chance to attract the attention is so severe that only execution will suffice.
and affection of these beasts.
* {{Omniglot}}: An inevitable can always speak to any creature that has {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which
guardian for them, never existed in 1st Edition. And in the remaster, straying more than a mile away, running to protect them if they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
are attacked.
[[/folder]]

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 44 (gray and crystal ooze)
->'''Alignment:''' TrueNeutral



Inevitables that arbitrate duels and formalized combat and enforce their outcomes.

to:

Inevitables Some sages theorize that arbitrate duels gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and formalized combat magical waste. The digestive acid that covers these oozes dissolves metals and enforce their outcomes.organic material, but not stone.



* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 6

to:

* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
mud.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or TheParalyzer: A crystal ooze secretes a dirty trick on them.)

!!Kastamut
paralysing slime.
[[/folder]]

[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 63
->'''Alignment:''' TrueNeutral




Burrowing worm-like creatures with high durability against mundane weapons.



* GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9

to:

* GoodOldWays: Kastamuts represent the powerfully conservative forces CombatTentacles: Th grick's mouth is a sickening tangle of tradition tentacles and custom. They oppose sudden, radical changes in the course of hooked jaws.
* MadeOfIron: They're
a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate
CR 3 monster with DR 10 that this appearance reflects the can only be beaten by magic. That's high enough at that level of importance tradition has within dwarven society.

!!Zelekhut
that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
[[/folder]]

[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 93
->'''Alignment:''' ChaoticEvil




Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.



* BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10
->'''Size:''' Medium
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.

to:

* BladeBelowTheShoulder: BrownNote: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains
howler's constant howling is a grating, exhausting baying that grow can drive listeners insane.
[[/folder]]

[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed
from their wrists, which the Age of Lost Omens setting, as they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10
->'''Size:''' Medium
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.



* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 11

to:

* TheGoodChancellor: Impariuts typically offer DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and
their targets demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders,
their ongoing assistance bodies are made of stone, metal or similar materials, and gameplay-wise they count as an advisor to help steer the leader back to both outsiders and constructs.
* ProfessionalKiller: Usually,
a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
transgression that figure toward sustainable policies needs an inevitable's attention is so severe that maintain order.

!!Valharut
only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 114



Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.

to:


Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.that arbitrate duels and formalized combat and enforce their outcomes.



* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 12

to:

* DoubleWeapon: Valharuts fight with an exotic weapon EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that consists of two hooked blades projecting from opposite ends of cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or
a shaft.

!!Kolyarut
dirty trick on them.)

!!Kastamut
->'''Level:''' 12 6




Inevitables that enforce oaths and binding agreements.



* IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 14

to:

* IGaveMyWord: Kolyaruts enforce GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that
this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what appearance reflects the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 149



Inevitables that stifle magical and scientific developments in cultures not yet ready for them.

to:


Inevitables that stifle magical chase down criminals fleeing punishments and scientific developments in cultures not yet ready for them.lawbreakers whom mortal laws cannot touch.



* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 15
->'''Size:''' Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.

to:

* SchizoTech: {{Defied|Trope}}. Tasked BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle
with preventing magic electricity, and technology from falling can send painful shocks into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
their targets.

!!Impariut
->'''Level:''' 15
10
->'''Size:''' Large

Medium
Inevitables that protect the sanctity of life safeguard responsible governance and death by hunting down those who would extend their lifespans through unnatural means.punish and dethrone corrupt and unlawful rulers.



* BareFistedMonk: They don't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike with the power of lightning or thunder.

!!Hykariut
->'''Level:''' 18
->'''Size:''' Large

to:

* BareFistedMonk: They don't make use of actual weapons, instead fighting with TheGoodChancellor: Impariuts typically offer their bare fists.
* ShockAndAwe: A marut's fists strike with
targets their ongoing assistance as an advisor to help steer the power of lightning or thunder.

!!Hykariut
leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 18
11
->'''Size:''' LargeMedium
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.



* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 19
->'''Size:''' Gargantuan

to:

* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as DoubleWeapon: Valharuts fight with an object lesson in civic obedience for onlookers.

!!Rokyamut
exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 19
12
->'''Size:''' GargantuanMedium

Inevitables that enforce oaths and binding agreements.



* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.

to:

* ImprobableWeaponUser: Rokyamuts IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts
can conjure mathematical symbols into their hands disguise themselves to use as weapons, which can slice move through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
humanoid land without being detected.

!!Yarahkut
->'''Level:''' 20
14
->'''Size:''' Huge

Large
Inevitables that protect the sanctity stifle magical and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.scientific developments in cultures not yet ready for them.



* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
falling into the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes
wrong hands, yarahkuts ensure that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
15
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Jackalwere]]
->'''Type:''' Beast
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

to:

* AnimalMecha: As BareFistedMonk: They don't make use of actual weapons, instead fighting with their name indicates, iron cobras are constructs made in the shape of a snake.
bare fists.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it ShockAndAwe: A marut's fists strike with its bite.
[[/folder]]

[[folder:Jackalwere]]
->'''Type:''' Beast
the power of lightning or thunder.

!!Hykariut
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
18
->'''Size:''' MediumLarge



* TheBeastmaster: They can communicate with and control regular jackals.
* ForcedSleep: They can force other creatures to go to sleep by looking them in the eyes.
* OurWerebeastsAreDifferent: They're a sort of reverse were-creature -- they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.
[[/folder]]

[[folder:Lava Child]]
-> '''Type:''' Humanoid
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

to:

* TheBeastmaster: They can communicate with and control regular jackals.
* ForcedSleep: They can force other creatures to go to sleep by looking them
MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in the eyes.
* OurWerebeastsAreDifferent: They're a sort of reverse were-creature -- they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.
[[/folder]]

[[folder:Lava Child]]
-> '''Type:''' Humanoid
civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
19
->'''Size:''' SmallGargantuan



* MagmaMan: A lava child can cough up a ball of magma into its hand and throw it at foes. Lava child chieftains can additionally channel volcanic energy to produce an explosion of molten rock.

to:

* MagmaMan: A lava child ImprobableWeaponUser: Rokyamuts can cough up a ball of magma conjure mathematical symbols into its hand their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity
and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.
----
* ElementalPowers: A lhaksarut can
throw it at foes. Lava child chieftains can additionally channel volcanic bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others
to produce an explosion of molten rock.throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.



[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
[[folder:Iron Cobra]]
-> '''Type:''' Undead
Construct
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
TrueNeutral
->'''Size:''' Same Small

Metal serpents made to serve
as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
assassins with an interchangeable poison reservoir.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Jackalwere]]
->'''Type:''' Beast
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
----
* TheBeastmaster: They can communicate with and control regular jackals.
* ForcedSleep: They can force other creatures to go to sleep by looking them in the eyes.
* OurWerebeastsAreDifferent: They're a sort of reverse were-creature -- they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.
[[/folder]]

[[folder:Lava Child]]
-> '''Type:''' Humanoid
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* MagmaMan: A lava child can cough up a ball of magma into its hand and throw it at foes. Lava child chieftains can additionally channel volcanic energy to produce an explosion of molten rock.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
----



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations
[[folder:Metallic Dragon]]
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]]
of the alghollthu, but have long since slipped chromatic dragons, older metallic dragons are some of the leash and become an independent menace.most world-shakingly powerful beings on Golarion. [[GoodIsImpotent Now if only they would do something...]]



* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
[[/folder]]

[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 8 (normal), 12 (demonic)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Powerful and dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.

to:

* BecomeARealBoy: Mimics BreathWeapon: Unlike chromatic dragons, metallics get two breath weapons: one that encounter humans enough deals direct damage and one that induces a status effect.
* FaceHeelTurn: Metallic dragons
will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than
sometime fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship,
to corruption and actively avoids contact with all other beings except within the predator-prey dynamic; even evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are
the most clever powerful and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces
respected of the same organism metallics, followed by silver dragons, then bronze dragons, and will drive out any finally brass and copper dragons. They also follow this as an informal social system of their number that ends up developing differently.
[[/folder]]

[[folder:Mohrg]]
[[quoteright:264:https://static.
sorts, with gold dragons generally being the most influential and respected among the metallic breeds.

!!Gold Dragon
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
org/pmwiki/pub/images/pathfinder_gold_dragon.png]]
[[caption-width-right:350:"In a world ever in flux, it is the unmistakably powerful golds who seem to remain unchanging fixtures within it."]]
-> '''Type:''' Undead
Dragon
->'''Level:''' 8 (normal), 12 (demonic)
7-23
->'''Alignment:''' ChaoticEvil
LawfulGood
->'''Size:''' Medium

Powerful
Small to Colossal

The metallics ''par excellence'', gold dragons are creatures of immense power
and dangerous undead that rise from boundless paternalistic benevolence, keeping the corpses company of those who killed many people while alive, such celestial beings and seeing the rest of mortalkind as mass murderers or berserkers.children in need of guidance.



* CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.
[[/folder]]

[[folder:Mu Spore]]
->'''Type:''' Fungus
->'''Level:''' 21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan

Titanic flying creatures who live in the Darklands.

to:

* CallingCard: If AlwaysLawfulGood: Gold dragons are, among all the metallic dragons, the least likely to ever tarnish away from empathy and benevolence. In fact, such an event only ever happened once in recorded history, and the dwarves who eventually found the tarnished gold's body even thought they had discovered a preferred method new breed of killing in life, they will often employ it in undeath.
chromatic "yellow dragons" rather than a fallen metallic.
* DemBones: They resemble normal undead skeletons, except BefriendingTheEnemy: Their ageless wisdom can allow them to reason with a mass of writhing, prehensile entrails filling their torsos enemies and extending up turn them into allies or abandon their evil ways. Learning to use this trope wisely becomes a major theme in ''[[VideoGame/PathfinderWrathOfTheRighteous Pathfinder: Wrath of The Righteous]]'' during the Golden Dragon Mythic Path.
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed
and out needs to be taken down.
* KnockoutGas: Older dragons can use these instead
of their mouths.
* ItCanThink: Despite
fire breath to incapacitate their desperate need to kill enemies.
* IncorruptiblePurePureness: Unlike other metallics,
they employ tactics, picking off are borderline immune to falling to madness. They can even lead other dragons who are in the process of falling back to lucidity.
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them
the most dangerous opponent first likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient
and preferring older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises
to strike blend into other species' societies; however, since most dragons will outlive even the most long-lived elves by millennia, they generally need to at isolated targets.
* NiceJobBreakingItHero: They arise from
least put on a serial killer who is executed for pretense of aging. While golds will generally fake their crimes, meaning a party catching a killer own deaths once their "lifetimes" are up, ones particularly attached to their guises will pose as their own children, grandchildren and handing them over so on. While this tends to the proper authorities can create work fine at first, their neighbors tend to catch wise to there being something fishy going on after a much worse monster than they stopped.
few generations of single people suddenly producing grown children out of nowhere.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and TheParagon: They're always ready to stand against great evil, but one of their favorite trick passtimes is inspiring others to make them pretend to be dead until they have a small army buried in find the local graveyard.
courge and strength to battle evil themselves.
* OverlyLongTongue: PlayingWithFire: Their intestines reform BreathWeapon is a cone of fire, and extend up through as they age they develop of fiery aura as well.
* TheRedeemer: If a villain has a shred of humanity left in
their mouth heart, a gold dragon will try its best to act as a grotesque ten-foot bring it out and redeem them.

!!Silver Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_silver_dragon.png]]
[[caption-width-right:350:"Some humans mistakenly call silver dragons the paladins of dragons, but doing so ignores the very fact that silver dragons existed
long tongue.
* TheParalyzer: Their tongue paralyzes people,
before paladins and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather
follow codes more limiting than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.
[[/folder]]

[[folder:Mu Spore]]
->'''Type:''' Fungus
humans can fathom."]]
-> '''Type:''' Dragon
->'''Level:''' 21
6-22
->'''Alignment:''' ChaoticNeutral
LawfulGood
->'''Size:''' Gargantuan

Titanic flying creatures who
Small to Colossal

Silver dragons are knights and crusaders, devoting their lives to fighting evil and championing goodness. Their immensely strict codes of ethics help ensure that they
live in up to the Darklands.lofty ideals they hold... but silver dragons fall more often than any other metallic dragons, and when they fall they fall ''hard''.



* ThatsNoMoon: The Midnight Mountains, one of the [[BeneathTheEarth Vaults of Orv]], are lit by six large, glowing "moons" -- which are, in fact, six very, very large glowing mu spores.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.

to:

* ThatsNoMoon: The Midnight Mountains, one AnIcePerson: Their BreathWeapon is a cone of freezing air, and they gain a damaging aura of cold as they age.
* CloserToEarth: They have probably the best understanding
of the [[BeneathTheEarth Vaults Humanoid races they protect out of Orv]], all the metallic dragons.
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and traditions governing almost every facet of their lives, and only allow themselves to undertake important actions -- crusading, warring, meditating, praying, hunting, mating -- for very specific reasons, at very specific times and/or in very specific, ritualized manners. They even used to have strictures governing how and when they were allowed to ''defecate'', until a scandalized copper dragon petitioned a council of golds to have these lifted.
* FaceHeelTurn: Silvers
are lit by six large, glowing "moons" more prone to tarnishing and slipping into uncaring neutrality or outright evil than any other type of metallic dragon -- although it's still a rare thing, in absolute terms -- which are, some theorize is linked to their obsession with imposing strict rules and codes of conduct upon themselves.
* TheParalyzer: Their ''other'' BreathWeapon allows them to be this, paralyzing anyone who fails their saving throw.
* VoluntaryShapeshifting: Technically, most dragons can Polymorph. That said, silver dragons are the only ones that respect other races enough to do it on any kind of regular basis.
* SolidClouds: They can walk on clouds as if they were solid ground.

!!Brass Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_brass_dragon.png]]
[[caption-width-right:350:"A brass dragon knows everyone worth knowing
in fact, six very, very large glowing mu spores.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
the nearby cities, and many not worth knowing."]]
-> '''Type:''' Dragon
->'''Level:''' 3
3-19
->'''Alignment:''' TrueNeutral
ChaoticGood
->'''Size:''' Large

Stealthy but simple minded constructs capable
Tiny to Gargantuan

Brass dragons are intensely social creatures, and greatly enjoy the company
of disabling opponents with paralysis or hypnotism.other dragons and of humanoids alike. They frequently visit human cities, rarely bothering to conceal their true forms when doing so, and form enormous social networks around themselves that they use to keep tabs on the communities they are part of.



* AnimalMecha: These constructs are made in the shape of a skeletal snake.
[[/folder]]

[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.

to:

* AnimalMecha: These constructs are made in DishingOutDirt: Brass dragons have the shape ability to control sand and summon sandstorms.
* ForcedSleep: Their secondary breath weapon is a cloud
of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they deliberately cultivate to lead their opponents to underestimate them.
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain
a skeletal snake.
[[/folder]]

[[folder:Neothelid]]
fiery damaging aura as they age.
* SummonMagic: Brass dragon great wyrms can summon a noble djinni once a day.

!!Copper Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
org/pmwiki/pub/images/pathfinder_copper_dragon.png]]
[[caption-width-right:350:"Those with a mission of mercy to perform, a tyrant to overthrow, or a wrong to right cannot hope to find a more enthusiastic supporter than a copper dragon -- [[AttentionDeficitOohShiny for a time]]."]]
-> '''Type:''' Dragon
->'''Level:''' 15 (normal), 20 (overlord)
4-20
->'''Alignment:''' ChaoticEvil
ChaoticGood
->'''Size:''' Tiny to Gargantuan

Creatures Mercurial, emotional and intensely freedom-loving, copper dragons are the most inconstant members of immense power who view the metallic sept -- while their sense of morality is as strong as any metallic's, their attention span is quite low and often prevents them from fully devoting themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders to whichever case they've impulsively sworn themselves to. They're also quite emotional, and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.most likely metallics to rampage.



* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.

to:

* CannibalismSuperpower: Neothelids who consume AcidAttack: Their BreathWeapon is a large line of acid.
* BrownNote: A great wyrm copper dragon can tell a joke so funny you die laughing if you hear it.
* TheGadfly: They enjoy a good joke and are generally quite quick to politely point out flaws in plans. They also enjoy annoying and frustrating enemies when fighting, and have a
number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not''
abilities themed around forcing others to laugh.
* ThePrankster: Of
the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids non-malicious sort, considering they are an aberrant part good aligned.
* WeakButSkilled: They are the weakest
of the life cycle of metallic dragons by a fair margin, but tend to also be quite quick-witted and creative, even by Dragon [[SuperIntelligence standards]].

!!Bronze Dragon
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bronze_dragon.png]]
[[caption-width-right:350:"You can trust a bronze dragon with your secrets, your gold, your dearest treasures. A bronze would rather die than betray that trust"]]
-> '''Type:''' Dragon
->'''Level:''' 5-21
->'''Alignment:''' LawfulGood
->'''Size:''' Small to Colossal

Bronze dragons are hermits among
the mind flayers, who are not OGL metallics, rarely seeking to involve themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured
in the tens affairs of millennia -- the wider world and magic can easily allow them preferring to transcend spend their own theoretical mortality time reading and researching in their lairs. They also frequently act as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, guardians of precious or dangerous objects, as they have effectively no few objections to sitting in one place for years at a time to stand watch over their charge.
----
* TheHermit: Bronze dragons are the least sociable of the metallics and prefer to spend their time alone with their books and research, often spending years or decades at a time holed up in seclusion before being forced to return to society to acquire new reading material.
* MakingASplash: Bronze dragons are the most aquatic of the standard dragons, and gain a number of water-related abilities as they age, culminating in the
ability to absorb losses in population create vortexes and the death of tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary,
even a single neothelid by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon
is a disaster, and as they simply cannot keep up with the rapidly swelling numbers line of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids
electricity. In addition, old bronze dragons are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as
surrounded by an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
electrified aura that damages those close to them.



[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5

to:

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 54 (normal), 8 (failed apotheosis)



->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.

to:

->'''Size:''' Large

Animate masses
Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form
of protoplasm hued a sickly combination any number of yellow, orange, inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.become an independent menace.



* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.

to:

* DamageDiscrimination: An ochre jelly's acid BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic
only dissolves flesh has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms,
and practically their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing else.of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.



[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.

to:

[[folder:Otyugh]]
->'''Type:''' Aberration
[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 4
8 (normal), 12 (demonic)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Large

Creatures
Medium

Powerful and dangerous undead
that revel in their role rise from the corpses of those who killed many people while alive, such as scavenger and garbage disposal.mass murderers or berserkers.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.

to:

* ArchEnemy: Ofalths' domains typically overlap CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except
with those a mass of otyughs. Otyughs consider ofalth writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their
flesh an intoxicating delicacy, while ofalths seem -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible
to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a
particularly enjoy taking otyughs apart horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one piece at victim per day into another mohrg instead of a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
zombie.



[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.

to:

[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
[[folder:Mu Spore]]
->'''Type:''' Animal
Fungus
->'''Level:''' 4
21
->'''Alignment:''' TrueNeutral
ChaoticNeutral
->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how
Gargantuan

Titanic flying creatures who live in
the first of these bizarre monsters came to be.Darklands.



* BeastOfBattle: Owlbears are often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.

to:

* BeastOfBattle: Owlbears are often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame
ThatsNoMoon: The Midnight Mountains, one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but the [[BeneathTheEarth Vaults of Orv]], are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished
lit by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has
six large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears,
glowing "moons" -- which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated
are, in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.
fact, six very, very large glowing mu spores.



[[folder:Remorhaz]]
->'''Type:''' Beast
->'''Level:''' 7

to:

[[folder:Remorhaz]]
[[folder:Necrophidius]]
->'''Type:''' Beast
Construct
->'''Level:''' 73



->'''Size:''' Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.

to:

->'''Size:''' Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and melt their way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury
Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis
or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.hypnotism.



* BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it to breathe out gouts of flame and granting and permanently scorching aura.

to:

* BigCreepyCrawlies: They look like centipedes sixty feet AnimalMecha: These constructs are made in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it to breathe out gouts
the shape of flame and granting and permanently scorching aura.a skeletal snake.



[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11

to:

[[folder:Retriever]]
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Construct
Aberration
->'''Level:''' 1115 (normal), 20 (overlord)



->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

->'''Size:''' Huge

Abyssal constructs built to hunt down those
Gargantuan

Creatures of immense power
who betray view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their demonic masters.long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.

to:

* AnimalMecha: The retriever CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This
is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds
significant problem for them, as they have effectively no ability to absorb losses in population and the death of magical rays, each even a single neothelid is a disaster, and as they simply cannot keep up with a different effect.
* FleshGolem: Retrievers are made from
the protoplasmic rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the
flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of
its eye rays' firing modes is a jolt own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of electricity.
* TakenForGranite: A retriever can petrify
neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies permanently with mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation
of its deadly magical rays.the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.



[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil

to:

[[folder:Roper]]
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Aberration
Ooze
->'''Level:''' 10
5
->'''Alignment:''' ChaoticEvilTrueNeutral



Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers Animate masses of protoplasm hued a sickly combination of yellow, orange, and theologists who will engage in complex debates brown. Some ancient cultures would entomb bodies with these oozes to break down the creatures they're eating.flesh and clean the bones.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.

to:

* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life DamageDiscrimination: An ochre jelly's acid only dissolves flesh and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be
practically nothing more than a large stalactite, stalagmite, or pillar of ice.else.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[folder:Otyugh]]



->'''Level:''' 3 (normal), 6 (rust lord)

to:

->'''Level:''' 3 (normal), 6 (rust lord)4



->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
Large

Creatures that revel in their role as scavenger
and equipment.garbage disposal.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much
ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a player on their own; their main danger comes from their ability to quickly turn time.
* MundaneUtility: More than one city keeps otyughs in its sewers as
a party's worth of high-end gear into a pile of rust.living waste disposal system.



[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.

to:

[[folder:Shadow]]
[[quoteright:274:https://static.
[[folder:Owlbear]]
[[quoteright:270:https://static.
tvtropes.org/pmwiki/pub/images/shadow_01.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Undead
Animal
->'''Level:''' 3 (normal), 8 (greater)
4
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out
Large

Owlbears are ferocious chimeras
of anyone they encounter to create more of unclear origins and violent tempers. Theories on their kind.origins abound, but nobody actually known how the first of these bizarre monsters came to be.



* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.

to:

* BossInMookClothing: Greater shadows BeastOfBattle: Owlbears are visually indistinguishable from regular shadows, often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their CR is six levels higher.
backs.
* DemonicPossession: Some greater shadows develop the ability DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to possess a body.
* DemonicSpiders: Between
pass below them, at which point they let go and plummet on their immunity meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek
to mundane attacks, resistance train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate
magical attacks, fusions of normal bears and dangerous strength-draining touch (where owls, although exactly who did this and why is a few unlucky rolls matter of some debate.
* MonsterProgenitor: Owlbears
can quickly make trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but
it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from
hasn't stopped people whose evil deeds were small, sordid, from guessing. Theories include them being descended from an owl and self-serving.
* ForTheEvulz: It's noted
a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that shadows escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears
have no discernible goals or motivation for what they do -- they hunt snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of
living beings, drain chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by
the life orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and
from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with
the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
Ethereal Plane.



[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:''' 6

to:

[[folder:Shambling Mound (Shambler)]]
[[folder:Pech]]
->'''Type:''' Plant
Fey
->'''Level:''' 63



->'''Size:''' Large

Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.

to:

->'''Size:''' Large

Masses
Small

Subterranean fey who accidentally spawned the dero, plenty
of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.normal pechs are still kicking around the planes. They're pretty chill as long as you don't interrupt their work.



* ManEatingPlant: Shamblers are intelligent, carnivorous plants with a fondness for elf flesh in particular.

to:

%%* DishingOutDirt
* ManEatingPlant: Shamblers are intelligent, carnivorous plants with a fondness for elf flesh in particular.OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral

to:

[[folder:Slithering Tracker]]
[[folder:Quickling]]
->'''Type:''' Ooze
Fey
->'''Level:''' 4
3
->'''Alignment:''' TrueNeutralChaoticEvil



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any creature that is hit by AbsoluteXenophobe: Quicklings hate every non-quickling and barely tolerate their own kind, rarely working together for longer than a slithering tracker's slam comes into contact with the anesthetising slime it secretes. few weeks.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.



[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].

to:

[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
[[folder:Remorhaz]]
->'''Type:''' Animal
Beast
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
7
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Scourges of swamps
Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames
and damp, abandoned places, bloodseekers melt their way through the ice, and are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary''
aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.



* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.

to:

* FantasticFaunaCounterpart: BigCreepyCrawlies: They serve look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly
as fast as they can run.
* PlayingWithFire: Fires burn eternally within
a fantastic but nonmagical stand-in for mosquitoes, vampire bats, remorhaz's body, allowing it to breathe out gouts of flame and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'',
granting and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.permanently scorching aura.



[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

[[folder:Thessalhydra]]
[[folder:Retriever]]
->'''Type:''' Aberration
Construct
->'''Level:''' 18
11
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Gargantuan

Legendary beasts renowned for
Huge

Abyssal constructs built to hunt down those who betray
their speed and savagery.demonic masters.



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes
can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions
fire four kinds of their namesakes, being hulking, quadrupedal reptiles with necks topped magical rays, each with a gaping, jawless maw ringed different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently
with writhing snake necks.one of its deadly magical rays.



[[folder:Thought Eater]]

to:

[[folder:Thought Eater]][[folder:Roper]]



->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Level:''' 2
10
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Tiny

Tiny
Large

Ambush
predators from the Ethereal Plane that feed on thoughts.look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some FauxAffablyEvil: Ropers are particularly interested in the philosophy of its thoughts.life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.



[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

[[folder:Vampiric Mist]]
-> '''Type:'''
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:'''
Aberration
->'''Level:''' 3
3 (normal), 6 (rust lord)
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Amorphous creatures halfway between liquid
Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
and gas, vampiric mists spend most of their time seeking prey.equipment.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists MetalMuncher: Rust monsters feed on blood, metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
and are often mistaken for vampires in gaseous form.can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.



[[folder:Vegepygmy]]
-> '''Type:''' Fungus
->'''Level:''' 0
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.

to:

[[folder:Vegepygmy]]
-> '''Type:''' Fungus
[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 0
3 (normal), 8 (greater)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Small

When creatures are killed by an infection
Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out
of russet mold anyone they encounter to create more of their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.kind.



* MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Fungus
->'''Level:''' 3

to:

* MushroomMan: Vegepygmies BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be
very humanoid, and are born hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously
from russet mould.
people whose evil deeds were small, sordid, and self-serving.
* SpawnBroodling: Vegepymies are born ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from corpses them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence
of victims their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people
killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Fungus
shadows become shadows.
[[/folder]]

[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:''' 36



->'''Size:''' Medium

Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.

to:

->'''Size:''' Medium

Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance
Large

Masses
of producing thorny offspring.vegetation formed after parasitic spores from Akiton infect and grow within an organic host.



* TheParalyzer: They inject a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage and be exposed to its toxin.

to:

* TheParalyzer: They inject ManEatingPlant: Shamblers are intelligent, carnivorous plants with a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage and be exposed to its toxin.
fondness for elf flesh in particular.



[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 3

to:

[[folder:Violet Fungus]]
-> '''Type:''' Fungus
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 34



->'''Size:''' Medium

to:

->'''Size:''' MediumSmall



* MakeThemRot: A violet fungi's tendrils are coated with a virulent venom that causes flesh to rot and decay. If left untreated, it can cause the flesh of an entire limb to drop away in no time at all, leaving behind only bones that soon rot as well.

to:

* MakeThemRot: A violet fungi's tendrils are coated TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with a virulent venom that causes flesh to rot and decay. If left untreated, it can cause the flesh of an entire limb to drop away in no time at all, leaving behind only bones that soon rot as well.anesthetising slime it secretes.



[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

[[folder:Viper Vine]]
[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.org/pmwiki/pub/images/pathfinder_stirge.png]]
-> '''Type:''' Plant
->'''Type:''' Animal
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' LargeTiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].



* ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.

to:

* ManEatingPlant: Viper vines gain nourishment through FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is
the consumption of creatures rather than through moisture name used by ''TabletopGame/DungeonsAndDragons'', and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.



[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8

to:

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:'''
[[folder:Thessalhydra]]
->'''Type:'''
Aberration
->'''Level:''' 818



->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.

to:

->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait
Gargantuan

Legendary beasts renowned
for future prey.their speed and savagery.



* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.

to:

* ThatsNoMoon: AcidAttack: A wolf-in-sheep's-clothing appears at first to be little more than thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around
a tree stump sitting in a clearing, perhaps central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped
with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.gaping, jawless maw ringed with writhing snake necks.



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]

to:

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]



->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.

to:

->'''Level:''' Same as base creature + 2
3
->'''Alignment:''' Evil
NeutralEvil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms
Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most
of vermin that fed upon their corpses.time seeking prey.



* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...

to:

* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, VampiricDraining: Vampiric mists feed on blood, and their "births" are only tied to those of others of their kind by the manner often mistaken for vampires in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
gaseous form.



[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental

to:

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
[[folder:Vegepygmy]]
-> '''Type:''' ElementalFungus
->'''Level:''' 0



->'''Level:''' 6
->'''Size:''' Medium

to:

->'''Level:''' 6
->'''Size:''' MediumSmall

When creatures are killed by an infection of russet mold their corpses will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.



* EatDirtCheap: They eat almost exclusively minerals.
[[/folder]]

[[folder:Yellow Musk Creeper]]
-> '''Type:''' Plant
->'''Level:''' 2

to:

* EatDirtCheap: MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless:
They eat almost exclusively minerals.
[[/folder]]

[[folder:Yellow Musk Creeper]]
lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Plant
Fungus
->'''Level:''' 23


Added DiffLines:


Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters to help subdue victims. Creatures subjected to russet mold while thorny venom lingers in their systems have a small chance of producing thorny offspring.


Added DiffLines:

* TheParalyzer: They inject a weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage and be exposed to its toxin.
[[/folder]]

[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
----
* MakeThemRot: A violet fungi's tendrils are coated with a virulent venom that causes flesh to rot and decay. If left untreated, it can cause the flesh of an entire limb to drop away in no time at all, leaving behind only bones that soon rot as well.
[[/folder]]

[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
----
* ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Alignment:''' TrueNeutral
->'''Level:''' 6
->'''Size:''' Medium
----
* EatDirtCheap: They eat almost exclusively minerals.
[[/folder]]

[[folder:Yellow Musk Creeper]]
-> '''Type:''' Plant
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
----

Added: 18750

Changed: 37225

Removed: 13165

Is there an issue? Send a MessageReason:
None


[[folder:Aurumvorax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
->'''Type:''' Animal
->'''Level:''' 9
->'''Size:''' Small

Highly aggressive creatures who enjoy gnawing metal items.

to:

[[folder:Aurumvorax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
[[folder:Ascomoid]]
->'''Type:''' Animal
Fungus
->'''Level:''' 9
5
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Highly aggressive creatures who enjoy gnawing metal items.
Large



* GratuitousLatin: Their name is Latin for, roughly, "gold glutton".
* MeaningfulName: Their common name and the synonymous appellation the dwarves use for them, "golden gorgers", are dual references to their habit of chewing on metal and to their golden pelts.
* MetalMuncher: A bit of a variation. They don't eat the metal they go after, strictly speaking, but they greatly enjoy chewing on it and some speculate that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.

to:

* GratuitousLatin: Their name is Latin for, roughly, "gold glutton".
* MeaningfulName: Their common name and the synonymous appellation the dwarves use for them, "golden gorgers", are dual references
FesteringFungus: The bodies of ascomoids' victims become hosts to quick-growing colonies of rampant fungi. After 48 hours, their habit of chewing on metal bodies are too vitally pervaded and to their golden pelts.
* MetalMuncher: A bit of a variation. They don't eat
thoroughly consumed by the metal they go after, strictly speaking, but they greatly enjoy chewing on it and some speculate fungus that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.
can no longer be restored to life by ''raise dead''.



[[folder:Balor (Fire Demon)]]
->'''Type:''' Fiend (Demon)
->'''Level:''' 20-25

to:

[[folder:Balor (Fire Demon)]]
[[folder:Assassin Vine]]
->'''Type:''' Fiend (Demon)
Plant
->'''Level:''' 20-253
->'''Alignment:''' TrueNeutral




The most powerful non-unique demons, serving as rulers of their kind.

As of the Remaster, they've been replaced by vrolikai as the top dogs of demonkind.



* BigRedDevil: Balors are towering demons with horned heads, large wings, hooved feet and bright red skin.
* BloodKnight: If presented with an opportunity to join a fight, few balors choose to resist.
* FlamingSword: Balors favor flaming whips in combat, which can strike with enough force to take a person's head off.
* AGodAmI: Some balor lords view themselves as objects of worship.
* LawyerFriendlyCameo: Much like their ''D&D'' counterparts, their name, appearance and frequent use of flaming whips betray their inspiration from Creator/JRRTolkien balrogs.
* MonsterLord: A balor typically commands vast legions of demons.
* PlayingWithFire: Most balors are closely tied to fire, and can choose to wreathe themselves in flames or to call down rains of fire from the sky. There are good reasons many know them simply as fire demons.
* WreathedInFlames: Balors are usually wreathed in constantly burning flames that the balors can suppress at will, although they rarely do so.

to:

* BigRedDevil: Balors are towering demons with horned heads, large wings, hooved feet and bright red skin.
* BloodKnight: If presented with an opportunity
AnimalAssassin: Tales often tell of people planting assassin vines in a flower bed or greenhouse of someone they wish to join a fight, few balors choose to resist.
see dead.
* FlamingSword: Balors favor flaming whips in combat, which TheBerserker: Assassin vines will attack everything they can strike with enough force to take a person's head off.
* AGodAmI: Some balor lords view themselves as objects
see, regardless of worship.
size or strength.
* LawyerFriendlyCameo: Much like ManEatingPlant: Assassin vines collect their ''D&D'' counterparts, their name, appearance and frequent use of flaming whips betray their inspiration from Creator/JRRTolkien balrogs.
* MonsterLord: A balor typically commands vast legions of demons.
* PlayingWithFire: Most balors are closely tied to fire, and can choose to wreathe themselves in flames or to call down rains of fire from the sky. There are good reasons many know them simply as fire demons.
* WreathedInFlames: Balors are usually wreathed in constantly burning flames that the balors can suppress at will, although they rarely do so.
own fertiliser by killing animals.



[[folder:Barghest]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_barghest.png]]
->'''Level:''' 4 (normal), 7 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium (normal), Large (greater)

With the Remaster, this version of barghests no longer exist, as they were carried over from Dungeons and Dragons. The new barghests are based instead on the original folklore barghests the name comes from.

to:

[[folder:Barghest]]
[[folder:Aurumvorax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_barghest.org/pmwiki/pub/images/aurumvorax.png]]
->'''Type:''' Animal
->'''Level:''' 4 (normal), 7 (greater)
9
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium (normal), Large (greater)

With the Remaster, this version of barghests no longer exist, as they were carried over from Dungeons and Dragons. The new barghests are based instead on the original folklore barghests the name comes from.
Small

Highly aggressive creatures who enjoy gnawing metal items.



* BreathWeapon: Some greater barghests develop the ability to exhale clouds of toxic gas.
* DespotismJustifiesTheMeans: Barghests' entire goal in life is basically to get more powerful, which requires [[ToServeMan eating non-evil humanoids and devouring part of their souls]]. Once they do this enough they become a greater barghest.
* {{Hellhound}}: Barghests are fiends from the lower planes that resemble monstrous wolf-like monsters with twisted goblin faces, which come to the material world to hunt down and devour mortal victims.
* MonsterLord: Greater barghests often seek out a goblinoid tribe to rule over.
* MonstrousCannibalism: If multiple barghests find themselves sharing a common territory, one will typically end up killing and eating the others.
* VoluntaryShapeshifting: They can take on the form of goblins (including hobgoblins and bugbears) 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.

to:

* BreathWeapon: Some greater barghests develop the ability to exhale clouds of toxic gas.
* DespotismJustifiesTheMeans: Barghests' entire goal in life
GratuitousLatin: Their name is basically to get more powerful, which requires [[ToServeMan eating non-evil humanoids and devouring part of their souls]]. Once they do this enough they become a greater barghest.
Latin for, roughly, "gold glutton".
* {{Hellhound}}: Barghests are fiends from the lower planes that resemble monstrous wolf-like monsters with twisted goblin faces, which come to the material world to hunt down and devour mortal victims.
* MonsterLord: Greater barghests often seek out a goblinoid tribe to rule over.
* MonstrousCannibalism: If multiple barghests find themselves sharing a
MeaningfulName: Their common territory, one will typically end up killing name and eating the others.
* VoluntaryShapeshifting: They can take on
synonymous appellation the form of goblins (including hobgoblins and bugbears) 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 dwarves use for them, "golden gorgers", are dual references to their true forms habit of chewing on metal and to frighten their prey golden pelts.
* MetalMuncher: A bit of a variation. They don't eat the metal they go after, strictly speaking, but they greatly enjoy chewing on it
and exult in the hunt.some speculate that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.



[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Beast, Fiend
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one of the demons she so hated, they continue to prey on demons in accordance with their purpose.

to:

[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
[[folder:Balor (Fire Demon)]]
->'''Type:''' Beast, Fiend
Fiend (Demon)
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
20-25
->'''Size:''' Huge

Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one
Large

The most powerful non-unique demons, serving as rulers of their kind.

As
of the demons she so hated, they continue to prey on demons in accordance with their purpose.Remaster, they've been replaced by vrolikai as the top dogs of demonkind.



* AllWebbedUp: They have the web ability.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food is demons.
* GiantSpider: A bebilith looks like a spider the size of an elephant.
* HunterOfMonsters: Against demons.
* ItCanThink: They're as smart as people despite their bestial appearance.
* PoisonedWeapons: Their bites make flesh rot and melt.
* SpellBlade: Their claws count as chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.

to:

* AllWebbedUp: They have the web ability.
BigRedDevil: Balors are towering demons with horned heads, large wings, hooved feet and bright red skin.
* ArmorPiercingAttack: Successful claw attacks let them peel apart BloodKnight: If presented with an opportunity to join a target's armor.
fight, few balors choose to resist.
* FoodChainOfEvil: The bebilith's favourite food is FlamingSword: Balors favor flaming whips in combat, which can strike with enough force to take a person's head off.
* AGodAmI: Some balor lords view themselves as objects of worship.
* LawyerFriendlyCameo: Much like their ''D&D'' counterparts, their name, appearance and frequent use of flaming whips betray their inspiration from Creator/JRRTolkien balrogs.
* MonsterLord: A balor typically commands vast legions of
demons.
* GiantSpider: A bebilith looks like a spider PlayingWithFire: Most balors are closely tied to fire, and can choose to wreathe themselves in flames or to call down rains of fire from the size of an elephant.
* HunterOfMonsters: Against
sky. There are good reasons many know them simply as fire demons.
* ItCanThink: They're as smart as people despite their bestial appearance.
* PoisonedWeapons: Their bites make flesh rot and melt.
* SpellBlade: Their claws count as chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying: A bebilith's claws
WreathedInFlames: Balors are especially effective against demon flesh.usually wreathed in constantly burning flames that the balors can suppress at will, although they rarely do so.



[[folder:Behir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_behir.png]]
->'''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Behirs are many-legged, serpentine reptiles found primarily in desert hills and canyonlands. Temperamental, greedy, and self-centered, behirs attack nearly any creature that comes to their attention and bear a particular hatred for dragons.

to:

[[folder:Behir]]
[[folder:Barghest]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_behir.org/pmwiki/pub/images/pathfinder_barghest.png]]
->'''Type:''' Beast
->'''Level:''' 8
4 (normal), 7 (greater)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Huge

Behirs
Medium (normal), Large (greater)

With the Remaster, this version of barghests no longer exist, as they were carried over from Dungeons and Dragons. The new barghests
are many-legged, serpentine reptiles found primarily in desert hills and canyonlands. Temperamental, greedy, and self-centered, behirs attack nearly any creature that based instead on the original folklore barghests the name comes to their attention and bear a particular hatred for dragons.from.



* AmbiguouslyRelated: One a species-wide level. Behirs are blue-scaled, lightning-spitting, horned reptiles who live in deserts and speak draconic; consequently, many scholars speculate that they're related to blue dragons somehow. This speculation is best kept quiet in the presence of either behirs or blue dragons, as neither appreciate the comparison.
* BreathWeapon: They can spit lightning.
* FantasticRacism: Many behirs carry deep grudges against dragons and will attack them on sight.
* HairTriggerTemper: A behir is very territorial and bestial, and has a tendency to attack first and ask questions later.
* UndergroundMonkey: A variant of behirs with silvery scales, an icy breath weapon and cold resistance, known as frostcrawlers, are known to inhabit the planet Triaxus.
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.

to:

* AmbiguouslyRelated: One a species-wide level. Behirs are blue-scaled, lightning-spitting, horned reptiles who live in deserts and speak draconic; consequently, many scholars speculate that they're related to blue dragons somehow. This speculation is best kept quiet in the presence of either behirs or blue dragons, as neither appreciate the comparison.
* BreathWeapon: Some greater barghests develop the ability to exhale clouds of toxic gas.
* DespotismJustifiesTheMeans: Barghests' entire goal in life is basically to get more powerful, which requires [[ToServeMan eating non-evil humanoids and devouring part of their souls]]. Once they do this enough they become a greater barghest.
* {{Hellhound}}: Barghests are fiends from the lower planes that resemble monstrous wolf-like monsters with twisted goblin faces, which come to the material world to hunt down and devour mortal victims.
* MonsterLord: Greater barghests often seek out a goblinoid tribe to rule over.
* MonstrousCannibalism: If multiple barghests find themselves sharing a common territory, one will typically end up killing and eating the others.
* VoluntaryShapeshifting:
They can spit lightning.
* FantasticRacism: Many behirs carry deep grudges against dragons
take on the form of goblins (including hobgoblins and will attack them on sight.
* HairTriggerTemper: A behir is very territorial
bugbears) or dog at will. Each individual barghest has only one humanoid form and bestial, one dog form. Typical barghests often hide in these forms, only taking their true forms to frighten their prey and has a tendency to attack first and ask questions later.
* UndergroundMonkey: A variant of behirs with silvery scales, an icy breath weapon and cold resistance, known as frostcrawlers, are known to inhabit
exult in the planet Triaxus.
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.
hunt.



[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Violently xenophobic and nomadic creatures with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].

to:

[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
[[folder:Basidirond]]
->'''Type:''' Fungus
->'''Level:''' 7
5
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Large

Violently xenophobic and nomadic creatures with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
Medium



* AbsoluteXenophobe: Xenophobic in the extreme, phades see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory.
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.

to:

* AbsoluteXenophobe: Xenophobic RandomEffectSpell: A basidirond's spore cloud causes random hallucinations in those who breathe it in, saddling them with different combat penalties as they attempt to respond to each nonexistent set of problems.
* SpiderSwarm: One of
the extreme, phades see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory.
* SuperSmoke: A belker can switch from its normal form
hallucinations caused by breathing a basidirond's spore cloud is that you're being attacked by a swarm of spiders, which then causes you to one of pure smoke or back again.waste a turn attacking the empty ground.



[[folder:Berbalang]]
->'''Type:''' Undead
->'''Level:''' 6

to:

[[folder:Berbalang]]
[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Undead
Beast, Fiend
->'''Level:''' 610



->'''Size:''' Medium

Cunning but ultimately cowardly undead.

to:

->'''Size:''' Medium

Cunning but ultimately cowardly undead.
Huge

Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one of the demons she so hated, they continue to prey on demons in accordance with their purpose.



* AstralProjection: A berbalang can enter a trance that separates its spirit from its body. When separated in this way, the physical body is unconscious and helpless. If the body is slain, the spirit body immediately dies as well.

to:

* AstralProjection: A berbalang can enter a trance that separates its spirit from its body. When separated in this way, AllWebbedUp: They have the physical body web ability.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food
is unconscious demons.
* GiantSpider: A bebilith looks like a spider the size of an elephant.
* HunterOfMonsters: Against demons.
* ItCanThink: They're as smart as people despite their bestial appearance.
* PoisonedWeapons: Their bites make flesh rot
and helpless. If the body is slain, the spirit body immediately dies melt.
* SpellBlade: Their claws count
as well.chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.



[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
->'''Level:''' 7

to:

[[folder:Black Pudding]]
[[quoteright:385:https://static.
[[folder:Behir]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/ooze_blackpudding.org/pmwiki/pub/images/pathfinder_behir.png]]
->'''Type:''' Ooze
Beast
->'''Level:''' 78



These oozes are the scavengers of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.

to:

These oozes Behirs are the scavengers of the underworld, scouring caves for objects many-legged, serpentine reptiles found primarily in desert hills and canyonlands. Temperamental, greedy, and self-centered, behirs attack nearly any creature that comes to dissolve with their corrosive secretions easily dissolving both organic material attention and metal.bear a particular hatred for dragons.



* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and brown ones in swamps.

to:

* AsteroidsMonster: Black puddings reproduce by budding off AmbiguouslyRelated: One a smaller black pudding.
species-wide level. Behirs are blue-scaled, lightning-spitting, horned reptiles who live in deserts and speak draconic; consequently, many scholars speculate that they're related to blue dragons somehow. This speculation is best kept quiet in the presence of either behirs or blue dragons, as neither appreciate the comparison.
* BreathWeapon: They can spit lightning.
* FantasticRacism: Many behirs carry deep grudges against dragons and will attack them on sight.
* HairTriggerTemper: A behir is very territorial and bestial, and has a tendency to attack first and ask questions later.
* UndergroundMonkey: Variants A variant of black pudding can be found across behirs with silvery scales, an icy breath weapon and cold resistance, known as frostcrawlers, are known to inhabit the world: white ones in the arctic, tan ones in deserts and brown ones in swamps.planet Triaxus.
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.



[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small

Frog-like creatures whose gaze can emit a blinding light.

to:

[[folder:Blindheim]]
->'''Type:''' Animal
[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 2
7
->'''Alignment:''' NeutralEvil
->'''Size:''' Small

Frog-like
Large

Violently xenophobic and nomadic
creatures whose gaze with a particular hatred for jaathooms.

Their stats
can emit a blinding light.be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].



* FantasticLightSource: Caged blindheims are sometimes used as a particularly ostentatious source of lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows them to modulate the glow. They use this to attract prey, herd fish towards shore, and blind and disorient attackers so that they can flee.

to:

* FantasticLightSource: Caged blindheims are sometimes used as a particularly ostentatious source of lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows them to modulate
AbsoluteXenophobe: Xenophobic in the glow. They use this to attract prey, herd fish towards shore, extreme, phades see most non-elemental creatures as threats, and blind stalk and disorient attackers so that they kill any such intruders in their territory.
* SuperSmoke: A belker
can flee.switch from its normal form to one of pure smoke or back again.



[[folder:Blink Dog]]
->'''Type:''' Beast
->'''Level:''' 2
->'''Alignment:''' LawfulGood

to:

[[folder:Blink Dog]]
[[folder:Berbalang]]
->'''Type:''' Beast
Undead
->'''Level:''' 2
6
->'''Alignment:''' LawfulGoodChaoticEvil




Cunning but ultimately cowardly undead.



* HeroicDog: Blink dogs are intelligent, friendly canids that often help other creatures out when needed.
* UndyingLoyalty: Blink dogs are fiercely loyal, defending their own pack or friends to the death, and maintaining oaths handed down from litter.

to:

* HeroicDog: Blink dogs are intelligent, friendly canids AstralProjection: A berbalang can enter a trance that often help other creatures out when needed.
* UndyingLoyalty: Blink dogs are fiercely loyal, defending their own pack or friends to the death, and maintaining oaths handed down
separates its spirit from litter.its body. When separated in this way, the physical body is unconscious and helpless. If the body is slain, the spirit body immediately dies as well.



[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:''' Undead
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.

to:

[[folder:Bodak]]
[[quoteright:350:https://static.
[[folder:Black Pudding]]
[[quoteright:385:https://static.
tvtropes.org/pmwiki/pub/images/bodak_pathfinder.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Undead
Ooze
->'''Level:''' 8
7
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Exposure
Huge

These oozes are the scavengers of the underworld, scouring caves for objects
to pure, unrestrained evil is sometimes enough to kill dissolve with their corrosive secretions easily dissolving both organic material and reanimate mortals as bodaks.metal.



* BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.

to:

* BaldOfEvil: Completely hairless after their transformation.
AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays
brown ones in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.
swamps.



[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Animal
->'''Level:''' 7
->'''Size:''' Huge

Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.

to:

[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bulette.png]]
[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 7
2
->'''Size:''' Huge

Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.
Small

Frog-like creatures whose gaze can emit a blinding light.



* TheBerserker: Bulettes have a notorious disregard for self-preservation and will attack far larger creatures readily.
* ExtremeOmnivore: They have six stomachs, each capable of processing food differently from the others, and notoriously potent stomach acids. This allows bulettes to eat and digest nearly anything, and they thus chow through flesh, armor and wood alike without distinction, eating anything that ends up near their mouths and trusting their guts to handle the rest.
* FastTunnelling: Bulettes can move through solid earth as swiftly as if they were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the most common are leprosy-infected ones whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.

to:

* TheBerserker: Bulettes have FantasticLightSource: Caged blindheims are sometimes used as a notorious disregard for self-preservation and will attack far larger creatures readily.
* ExtremeOmnivore: They have six stomachs, each capable
particularly ostentatious source of processing food differently from the others, and notoriously potent stomach acids. This lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that
allows bulettes them to eat modulate the glow. They use this to attract prey, herd fish towards shore, and digest nearly anything, blind and disorient attackers so that they thus chow through flesh, armor and wood alike without distinction, eating anything that ends up near their mouths and trusting their guts to handle the rest.
* FastTunnelling: Bulettes
can move through solid earth as swiftly as if they were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the most common are leprosy-infected ones whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.
flee.



[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Animal

to:

[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
[[folder:Blink Dog]]
->'''Type:''' AnimalBeast



->'''Alignment:''' LawfulGood




Subterranean predators that snag prey with lines of web.



* AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and reel the food to them.
* GiantEnemyCrab: The cave fisher is a man-sized crab-like monstrosity.
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist, their hunting method is essentially that of the real life bolo spider.

to:

* AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and reel the food to them.
HeroicDog: Blink dogs are intelligent, friendly canids that often help other creatures out when needed.
* GiantEnemyCrab: The cave fisher is a man-sized crab-like monstrosity.
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist,
UndyingLoyalty: Blink dogs are fiercely loyal, defending their hunting method is essentially that of own pack or friends to the real life bolo spider.death, and maintaining oaths handed down from litter.



[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Choker]]
[[quoteright:250:https://static.
[[folder:Bodak]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:''' Aberration
Undead
->'''Level:''' 28



->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.

to:

->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.
Medium

Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.



* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.

to:

* CreepilyLongArms: A choker's arms BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they
are abnormally rubbery smart. This trait makes them desirable minions for liches and long.
demons, who often employ them as guards and assassins.
* PrimalStance: Chokers EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just
walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays
in a hunched stance due to a combination of extra long arms their mind and limber legs.those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.



[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.

to:

[[folder:Chuul (Chu'ulothis)]]
[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Aberration
Animal
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
7
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored
Huge

Ravenous burrowing
predators who lurk in shallows created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and swamps and take a disturbing degree of pleasure out of tormenting their victims.even magic items.



* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.

to:

* EatenAlive: A chuul's paralyzed victims are typically eaten while alive TheBerserker: Bulettes have a notorious disregard for self-preservation and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like
will attack far larger creatures as large as or larger than a human.
readily.
* TheParalyzer: ExtremeOmnivore: They inject paralytic venom have six stomachs, each capable of processing food differently from the others, and notoriously potent stomach acids. This allows bulettes to eat and digest nearly anything, and they thus chow through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
flesh, armor and emotional suffering, wood alike without distinction, eating them alive and taking time before each kill to insult and torment anything that ends up near their victims mouths and talk at some length about how trusting their guts to handle the rest.
* FastTunnelling: Bulettes can move through solid earth as swiftly as if
they will enjoy devouring them.
were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Chuuls prefer Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among
the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean most common are leprosy-infected ones usually go after hryngar or morlocks.whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.



[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.

to:

[[folder:Cloaker (Fulthrethu)]]
[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Aberration
Animal
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
2
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
Medium

Subterranean predators that snag prey with lines of web.



* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.

to:

* BrownNote: Cloakers have AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and reel the ability food to emit an infrasonic moan which unnerves anything them.
* GiantEnemyCrab: The cave fisher is a man-sized crab-like monstrosity.
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist, their hunting method is essentially
that hears it.of the real life bolo spider.



[[folder:Darkmantle]]
->'''Type:''' Beast
->'''Level:''' 1
->'''Alignment:''' TrueNeutral

to:

[[folder:Darkmantle]]
[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Beast
Aberration
->'''Level:''' 1
2
->'''Alignment:''' TrueNeutralChaoticEvil



* CastingAShadow: Darkmantles can cloak the nearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around the victim.
* UndergroundMonkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.

to:

* CastingAShadow: Darkmantles can cloak Subterranean predators who hunt the nearby area weak or isolated.
----
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk
in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around the victim.
* UndergroundMonkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.
a hunched stance due to a combination of extra long arms and limber legs.



[[folder:Delver]]

to:

[[folder:Delver]][[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]



->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

to:

->'''Level:''' 9
1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Huge
Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
----
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.



[[folder:Destrachan]]

to:

[[folder:Destrachan]][[folder:Cloaker (Fulthrethu)]]



->'''Level:''' 8
->'''Alignment:''' NeutralEvil

to:

->'''Level:''' 8
5
->'''Alignment:''' NeutralEvilChaoticNeutral



Sadistic monsters with a potent sonic attack.

to:

Sadistic monsters with a potent sonic attack.Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.



* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].

to:

* BizarreAlienSenses: Destrachans sense BrownNote: Cloakers have the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone,
ability to emit an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].infrasonic moan which unnerves anything that hears it.



[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.
----
* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.

to:

[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
[[folder:Darkmantle]]
->'''Type:''' Beast
->'''Level:''' 11
1
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Large

Beings who venture beyond
Small

* CastingAShadow: Darkmantles can cloak
the farthest reaches of nearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around
the multiverse and become lost, returning as monsters warped victim.
* UndergroundMonkey: Darkmantles can evolve quickly, resulting
in body and mind with an undying hunger.
----
* HumanoidAbomination: A lot of undead count to one degree
many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.
giant ones in deep caverns.



[[folder:Dire Corby]]
->'''Level:''' 1 (dire corby), 2 (dread corby)
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
----
* BirdPeople: They're muscular, humanoid crows with powerful arms instead of wings.

to:

[[folder:Dire Corby]]
[[folder:Delver]]
->'''Type:''' Aberration
->'''Level:''' 1 (dire corby), 2 (dread corby)
9
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium
----
* BirdPeople: They're muscular, humanoid crows with powerful arms instead of wings.
Huge



[[folder:Disenchanter]]
->'''Type:''' Beast
->'''Level:''' 3
->'''Alignment:''' TrueNeutral

to:

[[folder:Disenchanter]]
[[folder:Destrachan]]
->'''Type:''' Beast
Aberration
->'''Level:''' 3
8
->'''Alignment:''' TrueNeutralNeutralEvil



Trunked, blue-furred camel-like creatures that feed on magic.

to:

Trunked, blue-furred camel-like creatures that feed on magic.Sadistic monsters with a potent sonic attack.



* MagicEater: Disenchanters feed by siphoning the magic out of magical items with their trunks, leaving the items broken and useless and metabolizing their magic energies to sustain themselves or storing it to unleash as an energy attack.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to save or lose a property or point of enhancement bonus.

to:

* MagicEater: Disenchanters feed by siphoning BizarreAlienSenses: Destrachans sense the magic out world via echolocation, represented by extremely high perception skills and one of magical items the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying
with their trunks, leaving its prey.
* ItCanThink: Probably
the items broken most dangerous thing about them. The basic stock version is statted with human-level intelligence and useless genius-grade wisdom, and metabolizing their magic energies to sustain themselves or storing it to unleash is explicitly a pack hunter. The GM is not merely justified in playing them as an {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic
energy attack.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes
in a disenchanter has to save cone, an area-affecting BrownNote, or lose as a property targeted attack on an object- say, [[WreckedWeapon your sword or point of enhancement bonus.armor]], or [[BarrierBustingBlow the door you just closed while running away]].



[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants
org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Beings who venture beyond the farthest reaches
of the elves who chose not to flee the planet before Earthfall. They were forced underground multiverse and eventually were corrupted by the forces of the Darklands become lost, returning as monsters warped in body and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.
mind with an undying hunger.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, HumanoidAbomination: A lot of undead count to one degree or another, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to
Devourers may have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely
best claim, being evil. When warped, soul-stealing remnants from beyond the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out edges of existence, time and space.
* OmnicidalManiac: Devourers threaten all souls
with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until
the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.devourer is destroyed or forced to release it.



[[folder:Ether Spider]]
-> '''Type:''' Beast
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

[[folder:Ether Spider]]
-> '''Type:''' Beast
[[folder:Dire Corby]]
->'''Level:''' 5
1 (dire corby), 2 (dread corby)
->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' LargeMedium



* ArchEnemy: Ether spiders are the natural enemy of another denizen of the Ethereal Plane, the xill.
* GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* PoisonousPerson: They are spiders, what else did you expect?
* SpiderPeople: These spiders have the faces of humans.

to:

* ArchEnemy: Ether spiders are the natural enemy BirdPeople: They're muscular, humanoid crows with powerful arms instead of another denizen of the Ethereal Plane, the xill.
* GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* PoisonousPerson: They are spiders, what else did you expect?
* SpiderPeople: These spiders have the faces of humans.
wings.



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
[[folder:Disenchanter]]
->'''Type:''' Beast



->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Web lurkers are ugly monsters
Large

Trunked, blue-furred camel-like creatures
that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
feed on magic.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps have supernatural control over MagicEater: Disenchanters feed by siphoning the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and
magic out of magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is
items with their trunks, leaving the name used by ''TabletopGame/DungeonsAndDragons'', items broken and thus by ''Pathfinder'' after useless and metabolizing their magic energies to sustain themselves or storing it split off to unleash as its own thing. With the switch an energy attack.
* MooksAteMyEquipment: In addition
to 2e, Paizo renamed it "web lurker" their magic-draining tongue attacks, any magic weapon that successfully strikes a disenchanter has to help step out save or lose a property or point of the shadow of the game's progenitor.enhancement bonus.



[[folder:Flail Snail]]
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

to:

[[folder:Flail Snail]]
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.



* AttackReflector: The flail snail's shell is capable of warping spells and flinging them back at the caster.
* CombatTentacles: The spiny tentacles which give the flail snail its name can be used to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.

to:

* AttackReflector: AlwaysChaoticEvil: {{Downplayed|Trope}}. The flail snail's shell ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is capable of warping spells evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and flinging escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with
them back at in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to
the caster.
* CombatTentacles: The spiny tentacles which give
point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the flail snail its name can be used to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly
conditions are more complex sign language consisting than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of waving tentacles.existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
[[folder:Ether Spider]]
-> '''Type:''' Aberration
Beast
->'''Level:''' 1
5
->'''Alignment:''' LawfulGood
TrueNeutral
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
Large



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
ArchEnemy: Ether spiders are the natural enemy of another denizen of the Ethereal Plane, the xill.
* CreepyGood: GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* PoisonousPerson:
They are aberrations from spiders, what else did you expect?
* SpiderPeople: These spiders have
the most distant reaches faces of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.humans.



[[folder:Froghemoth]]

to:

[[folder:Froghemoth]][[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]



->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
----
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
[[/folder]]

[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze



->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.

to:

->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Large

Strange, cubical oozes
Medium

Web lurkers are ugly monsters
that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard only dwell within the homes lairs of spiders and workshops of their creators swarms, but actively cultivate and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].



* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.

to:

* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which unlike the regular kind can digest metal, they keep as both pets and the sapient guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider"
and spell-slinging sorcerer oozes.
"a spiteful or cantankerous person".
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
SpiderPeople: Spider-like humanoids with unique characteristics, abilities arthropod eyes, mandibles and weaknesses making for different challenges magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'',
and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and
thus by ''Pathfinder'' after it split off as its own thing. With the ability switch to cast spells, and typically originate as botched attempts at immortality on 2e, Paizo renamed it "web lurker" to help step out of the part shadow of wizards with perhaps more power than foresight.the game's progenitor.



[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 5

to:

[[folder:Gibbering Mouther]]
[[folder:Flail Snail]]
-> '''Type:''' Aberration
Beast
->'''Level:''' 54



->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.
Large



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther AttackReflector: The flail snail's shell is capable of warping spells and flinging them back at the caster.
* CombatTentacles: The spiny tentacles which give the flail snail its name
can emit a stream be used to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting
of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
waving tentacles.



[[folder:Gorgon]]
-> '''Type:''' Beast
->'''Level:''' 8

to:

[[folder:Gorgon]]
[[folder:Flumph]]
-> '''Type:''' Beast
Aberration
->'''Level:''' 81
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
----
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
[[/folder]]

[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13



->'''Size:''' Large

* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to meeting other creatures is to attack them on sight and attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.

to:

->'''Size:''' Large

Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
----
* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses
to meeting other creatures is to attack them on sight grab and attempt reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it
to gore, trample perceive invisible or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas that petrifies those it comes in contact with.
ethereal creatures.



[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8

to:

[[folder:Gray Render]]
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Beast
Ooze
->'''Level:''' 83




Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying more than a mile away, running to protect them if they are attacked.

to:

* CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is TheAgeless: Gelatinous cubes can live for millennia if not its charge.
killed or starved for food.
* ExtraEyes: A gray render has six eyes.
ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* LittleGuyBigBuddy: Their main dynamic in EliteMook: The ebony cubes, which unlike the game. Anything small regular kind can digest metal, and innocent enough has the chance to attract sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides
the attention and affection most commonly encountered kinds, numerous strains of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond
gelatinous cubes exist, each with other creatures, acting as a guardian unique characteristics, abilities and weaknesses making for them, never straying different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps
more power than a mile away, running to protect them if they are attacked.foresight.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
[[folder:Gibbering Mouther]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)5



Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result Screaming masses of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.misshapen flesh who drive others mad with their cries.



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: AcidAttack: A gray ooze, due to its transparency, gibbering mouther can make emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and
it dangerously easy to mistake one for gains more every time it devours a harmless-looking pile of mud.
hapless victim.
* TheParalyzer: A crystal ooze secretes TooManyMouths: Countless mouths constantly form and disappear all over a paralysing slime.gibbering mouther's body.



[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 3

to:

[[folder:Grick]]
[[folder:Gorgon]]
-> '''Type:''' Aberration
Beast
->'''Level:''' 38



->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
----
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
----
Large

* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron:
BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to meeting other creatures is to attack them on sight and attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out
a CR 3 monster with DR 10 gas that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through petrifies those it if you don't have any magic on you.comes in contact with.



[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil

to:

[[folder:Howler]]
->'''Type:''' Fiend
[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 3
8
->'''Alignment:''' ChaoticEvilTrueNeutral



* BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.

to:

* BrownNote: A howler's constant howling is CounterAttack: When injured, a grating, exhausting baying gray render may lash out blindly against a random creature within its reach that can drive listeners insane.is not its charge.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying more than a mile away, running to protect them if they are attacked.



[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.

to:

[[folder:Inevitables]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
->'''Alignment:''' LawfulNeutral

Living machines created by
TrueNeutral
->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather
the axiomites to wage war against proteans alchemical result of an unfortunate mixture of rare caustic fluids and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.
magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.



* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 4

to:

* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding NobodyHereButUsStatues: A gray ooze, due to this alignment, as part of Paizo's effort its transparency, can make it dangerously easy to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been
mistake one for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made
harmless-looking pile of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
mud.
* ProfessionalKiller: Usually, TheParalyzer: A crystal ooze secretes a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
paralysing slime.
[[/folder]]

[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 43
->'''Alignment:''' TrueNeutral



Inevitables that arbitrate duels and formalized combat and enforce their outcomes.

to:

Inevitables that arbitrate duels and formalized combat and enforce their outcomes.Burrowing worm-like creatures with high durability against mundane weapons.



* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 6
->'''Size:''' Medium

to:

* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned CombatTentacles: Th grick's mouth is a sickening tangle of plates of jade tentacles and steel hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10
that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even
can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick any magic on them.)

!!Kastamut
you.
[[/folder]]

[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 6
3
->'''Alignment:''' ChaoticEvil
->'''Size:''' MediumLarge



* GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9
->'''Size:''' Large

Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.

to:

* GoodOldWays: Kastamuts represent BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.
[[/folder]]

[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by
the powerfully conservative axiomites to wage war against proteans and the forces of tradition and custom. They oppose sudden, radical changes in chaos.

As of
the course of a culture's traditions, and work to prevent Remaster, inevitables have been removed from the destruction Age of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving
Lost Omens setting, as they were originally created by Wizards of the appearance Coast, though most of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9
->'''Size:''' Large

Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
individual inevitable types below were Paizo creations.



* BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10

to:

* BladeBelowTheShoulder: A zelekhut's arms end DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in barbed chains.
real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* ChainPain: DyingRace: The inevitables are on the decline, and have been for a long time. Their primary weapons numbers are the barbed chains that grow from slow to replenish, and their wrists, demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection
which never existed in 1st Edition. And in the remaster, they can use to trip were removed and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 104



Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.

to:


Inevitables that safeguard responsible governance arbitrate duels and punish formalized combat and dethrone corrupt and unlawful rulers.enforce their outcomes.



* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 11

to:

* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that figure toward sustainable policies that maintain order.

!!Valharut
cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 116



Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.



* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 12
->'''Size:''' Medium

Inevitables that enforce oaths and binding agreements.

to:

* DoubleWeapon: Valharuts fight with an exotic weapon GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate
that consists this appearance reflects the level of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 12
9
->'''Size:''' Medium

Large

Inevitables that enforce oaths chase down criminals fleeing punishments and binding agreements.lawbreakers whom mortal laws cannot touch.



* IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 14
->'''Size:''' Large
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.

to:

* IGaveMyWord: Kolyaruts enforce this trope by ensuring BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains
that oaths are kept grow from their wrists, which they can use to trip and oathbreakers punished, caring little for what the actual assignments are.
knock down foes.
* MasterOfDisguise: Kolyaruts OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and
can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
send painful shocks into their targets.

!!Impariut
->'''Level:''' 14
10
->'''Size:''' Large
Medium
Inevitables that stifle magical safeguard responsible governance and scientific developments in cultures not yet ready for them.punish and dethrone corrupt and unlawful rulers.



* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 15
->'''Size:''' Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.

to:

* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the wrong hands, yarahkuts ensure leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 15
11
->'''Size:''' Large

Medium
Inevitables that protect that, rather than punishing a specific form of transgression, serve as Law's soldiers in the sanctity direct struggle against the forces of life and death by hunting down those who would extend their lifespans through unnatural means.Chaos.



* BareFistedMonk: They don't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike with the power of lightning or thunder.

!!Hykariut
->'''Level:''' 18
->'''Size:''' Large

to:

* BareFistedMonk: They don't make use of actual weapons, instead fighting DoubleWeapon: Valharuts fight with their bare fists.
* ShockAndAwe: A marut's fists strike with the power
an exotic weapon that consists of lightning or thunder.

!!Hykariut
two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 18
12
->'''Size:''' LargeMedium

Inevitables that enforce oaths and binding agreements.



* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 19
->'''Size:''' Gargantuan

to:

* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for onlookers.

!!Rokyamut
what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 19
14
->'''Size:''' GargantuanLarge
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.



* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.

to:

* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into their hands the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if
regions where they begin or end within 300 feet of could have a rokyamut.

!!Lhaksarut
disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 20
15
->'''Size:''' Huge

Large

Inevitables that protect the sanctity of life and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts death by the natives of one plane of existence to conquer or colonize another.hunting down those who would extend their lifespans through unnatural means.



* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

* ElementalPowers: A lhaksarut can throw bolts BareFistedMonk: They don't make use of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying
actual weapons, instead fighting with its gigantic wings.
their bare fists.
* IGaveMyWord: ShockAndAwe: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
marut's fists strike with the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
power of lightning or thunder.

!!Hykariut
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
18
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Large



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Jackalwere]]
->'''Type:''' Beast
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

to:

* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra
MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a poison reservoir revolutionary leader as an object lesson in its body and can inject it with its bite.
[[/folder]]

[[folder:Jackalwere]]
->'''Type:''' Beast
civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
19
->'''Size:''' MediumGargantuan



* TheBeastmaster: They can communicate with and control regular jackals.
* ForcedSleep: They can force other creatures to go to sleep by looking them in the eyes.
* OurWerebeastsAreDifferent: They're a sort of reverse were-creature -- they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.

to:

* TheBeastmaster: They ImprobableWeaponUser: Rokyamuts can communicate conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.
----
* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying
with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons
and control regular jackals.
the others to throw energy bolts.
* ForcedSleep: They ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can force other creatures to go to sleep by looking them in the eyes.
* OurWerebeastsAreDifferent: They're a sort of reverse were-creature -- they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.
directly harm it.



[[folder:Lava Child]]
-> '''Type:''' Humanoid
->'''Level:''' 3

to:

[[folder:Lava Child]]
[[folder:Iron Cobra]]
-> '''Type:''' Humanoid
Construct
->'''Level:''' 32




Metal serpents made to serve as assassins with an interchangeable poison reservoir.



* MagmaMan: A lava child can cough up a ball of magma into its hand and throw it at foes. Lava child chieftains can additionally channel volcanic energy to produce an explosion of molten rock.

to:

* MagmaMan: A lava child AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and
can cough up a ball of magma into inject it with its hand and throw it at foes. Lava child chieftains can additionally channel volcanic energy to produce an explosion of molten rock.bite.



[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
[[folder:Jackalwere]]
->'''Type:''' Beast
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
ChaoticEvil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
Medium



* TheBeastmaster: They can communicate with and control regular jackals.
* ForcedSleep: They can force other creatures to go to sleep by looking them in the eyes.
* OurWerebeastsAreDifferent: They're a sort of reverse were-creature -- they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.
[[/folder]]

[[folder:Lava Child]]
-> '''Type:''' Humanoid
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* MagmaMan: A lava child can cough up a ball of magma into its hand and throw it at foes. Lava child chieftains can additionally channel volcanic energy to produce an explosion of molten rock.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
----



[[folder:Mu Spore]]
->'''Type:''' Fungus
->'''Level:''' 21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan

Titanic flying creatures who live in the Darklands.
----
* ThatsNoMoon: The Midnight Mountains, one of the [[BeneathTheEarth Vaults of Orv]], are lit by six large, glowing "moons" -- which are, in fact, six very, very large glowing mu spores.
[[/folder]]



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4

to:

[[folder:Slithering Tracker]]
[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Ooze
Plant
->'''Level:''' 46



->'''Size:''' Small

to:

->'''Size:''' SmallLarge

Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact ManEatingPlant: Shamblers are intelligent, carnivorous plants with the anesthetising slime it secretes. a fondness for elf flesh in particular.



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.
[[/folder]]



[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8

to:

[[folder:Wolf-in-Sheep's-Clothing]]
[[folder:Vegepygmy]]
-> '''Type:''' Aberration
Fungus
->'''Level:''' 80



->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.

to:

->'''Size:''' Medium

Stealthy predators that puppeteer
Small

When creatures are killed by an infection of russet mold their
corpses as bait for future prey.will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.



* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.

to:

* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first MushroomMan: Vegepygmies are very humanoid, and are born from russet mould.
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs for speech, and cannot produce sounds beyond a few limited squeaks and hisses. Consequently, their language consists mostly of touches and pheromone secretions.

!!Thorny
-> '''Type:''' Fungus
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Quadrupedal, vaguely doglike fungal creatures often found alongside vegepygmies, thornies secrete a paralytic toxin used by their masters
to be little more than a tree stump sitting help subdue victims. Creatures subjected to russet mold while thorny venom lingers in a clearing, perhaps with their systems have a small animal sitting atop it. Only when chance of producing thorny offspring.
----
* TheParalyzer: They inject
a predator comes close does it become clear weak paralyzing agent through their spikes.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature
that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into grapples it to take piercing damage and be exposed to its maw.toxin.



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.

to:

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
[[folder:Violet Fungus]]
-> '''Type:''' Aberration
Fungus
->'''Level:''' Same as base creature + 2
3
->'''Alignment:''' Evil
TrueNeutral
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
Medium



* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...

to:

* UndergroundMonkey: Worms MakeThemRot: A violet fungi's tendrils are coated with a virulent venom that walk arise chiefly by causes flesh to rot and decay. If left untreated, it can cause the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness
flesh of an evil spellcaster and holding themselves entire limb to drop away in a humanoid shape. While literal worms are the most common component of worms no time at all, leaving behind only bones that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...soon rot as well.



[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental

to:

[[folder:Xorn]]
[[quoteright:250:https://static.
[[folder:Viper Vine]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' ElementalPlant
->'''Level:''' 13



->'''Level:''' 6
->'''Size:''' Medium

to:

->'''Level:''' 6
->'''Size:''' MediumLarge


Added DiffLines:

* ManEatingPlant: Viper vines gain nourishment through the consumption of creatures rather than through moisture and soil, and the area around their hunting grounds is often strewn with the remains of wild animals, ill-fated adventurers, and even giants.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Alignment:''' TrueNeutral
->'''Level:''' 6
->'''Size:''' Medium
----


Added DiffLines:

[[/folder]]

[[folder:Yellow Musk Creeper]]
-> '''Type:''' Plant
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
----
* ParasiteZombie: After killing prey, a yellow musk creeper infests them with its seeds and pollen, then animates them as zombies. These zombies are animated by the plant that grows throughout their body, and are classified as plants, not undead.
Is there an issue? Send a MessageReason:
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[[folder:Delver]

to:

[[folder:Delver][[folder:Delver]]

Added: 1712

Changed: 1493

Removed: 745

Is there an issue? Send a MessageReason:
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*** Tojanida -> Tantriog



[[folder:Allip]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/allip_pathfinder.jpg]]
->'''Type:''' Undead

to:

[[folder:Allip]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/allip_pathfinder.jpg]]
[[folder:Adherer]]
->'''Type:''' UndeadHumanoid



->'''Alignment:''' ChaoticEvil

to:

->'''Alignment:''' ChaoticEvilLawfulEvil




Undead created by those who kill themselves out of madness.



* DemBones: They look like ghostly skeletons wrapped in shadows.
* DrivenToSuicide: What creates them, specifically when the cause is insanity or other madness.
* MindControlMusic: They constantly babble and the sound is hypnotic to others, putting them in a trance and allowing the allip to approach before attacking.
* MindRape: Attempting to make contact with their minds, whether to control, communicate, or just to read their thoughts, causes Wisdom drain as their tortured minds fray the sanity of others. Their attacks do much the same thing, though with additional Wisdom damage on a critical hit.
* OurGhostsAreDifferent: Rather than being spectral copies of the deceased, they're warped specters whose insanity has overwhelmed their minds and altered their bodies.
* TalkativeLoon: Allips constantly babble incoherently.

to:

* DemBones: They look like ghostly skeletons wrapped in shadows.
* DrivenToSuicide: What creates them, specifically when the cause is insanity or other madness.
* MindControlMusic: They constantly babble
EatenAlive: Adherers digest food unusually slowly, and the sound is hypnotic to others, putting them in can feed on a trance single creature for days or even weeks, taking only one or two bites a day and allowing the allip to approach before attacking.
* MindRape: Attempting to make contact with
forcing their minds, whether living captives to control, communicate, or just to read their thoughts, causes Wisdom drain as their tortured minds fray endure a hellish, drawn-out death.
* WasOnceAMan: Though once human, adherers have been transformed by hideous processes on
the sanity of others. Their attacks do much the same thing, though with additional Wisdom damage on a critical hit.
* OurGhostsAreDifferent: Rather than being spectral copies of the deceased, they're warped specters whose insanity has overwhelmed their minds
Ethereal Plane and altered their bodies.
* TalkativeLoon: Allips constantly babble incoherently.
forgotten all traces of humanity.



[[folder:Aurumvorax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
->'''Type:''' Animal
->'''Level:''' 9
->'''Size:''' Small

Highly aggressive creatures who enjoy gnawing metal items.

to:

[[folder:Aurumvorax]]
[[folder:Allip]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
org/pmwiki/pub/images/allip_pathfinder.jpg]]
->'''Type:''' Animal
Undead
->'''Level:''' 9
3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small

Highly aggressive creatures
Medium

Undead created by those
who enjoy gnawing metal items.kill themselves out of madness.



* GratuitousLatin: Their name is Latin for, roughly, "gold glutton".
* MeaningfulName: Their common name and the synonymous appellation the dwarves use for them, "golden gorgers", are dual references to their habit of chewing on metal and to their golden pelts.
* MetalMuncher: A bit of a variation. They don't eat the metal they go after, strictly speaking, but they greatly enjoy chewing on it and some speculate that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.

to:

* GratuitousLatin: Their name DemBones: They look like ghostly skeletons wrapped in shadows.
* DrivenToSuicide: What creates them, specifically when the cause
is Latin for, roughly, "gold glutton".
insanity or other madness.
* MeaningfulName: Their common name MindControlMusic: They constantly babble and the synonymous appellation sound is hypnotic to others, putting them in a trance and allowing the dwarves use for them, "golden gorgers", are dual references allip to approach before attacking.
* MindRape: Attempting to make contact with
their habit of chewing on metal and minds, whether to control, communicate, or just to read their golden pelts.
* MetalMuncher: A bit of a variation. They don't eat
thoughts, causes Wisdom drain as their tortured minds fray the metal they go after, strictly speaking, but they greatly enjoy chewing sanity of others. Their attacks do much the same thing, though with additional Wisdom damage on it a critical hit.
* OurGhostsAreDifferent: Rather than being spectral copies of the deceased, they're warped specters whose insanity has overwhelmed their minds
and some speculate that they may still derive some nutrition from it.
altered their bodies.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.TalkativeLoon: Allips constantly babble incoherently.



[[folder:Aurumvorax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
->'''Type:''' Animal
->'''Level:''' 9
->'''Size:''' Small

Highly aggressive creatures who enjoy gnawing metal items.
----
* GratuitousLatin: Their name is Latin for, roughly, "gold glutton".
* MeaningfulName: Their common name and the synonymous appellation the dwarves use for them, "golden gorgers", are dual references to their habit of chewing on metal and to their golden pelts.
* MetalMuncher: A bit of a variation. They don't eat the metal they go after, strictly speaking, but they greatly enjoy chewing on it and some speculate that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.
[[/folder]]



[[folder:Destrachan]]

to:

[[folder:Destrachan]][[folder:Delver]


Added DiffLines:

->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

[[/folder]]

[[folder:Destrachan]]
->'''Type:''' Aberration


Added DiffLines:

[[folder:Dire Corby]]
->'''Level:''' 1 (dire corby), 2 (dread corby)
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
----
* BirdPeople: They're muscular, humanoid crows with powerful arms instead of wings.
[[/folder]]


Added DiffLines:

[[folder:Lava Child]]
-> '''Type:''' Humanoid
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* MagmaMan: A lava child can cough up a ball of magma into its hand and throw it at foes. Lava child chieftains can additionally channel volcanic energy to produce an explosion of molten rock.
[[/folder]]

Added: 34692

Changed: 64358

Removed: 26677

Is there an issue? Send a MessageReason:
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[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Beast, Fiend
->'''Level:''' 10

to:

[[folder:Bebilith]]
[[folder:Barghest]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Beast, Fiend
org/pmwiki/pub/images/pathfinder_barghest.png]]
->'''Level:''' 104 (normal), 7 (greater)



->'''Size:''' Huge

Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one of the demons she so hated, they continue to prey on demons in accordance with their purpose.

to:

->'''Size:''' Huge

Medium (normal), Large spidery predators (greater)

With the Remaster, this version of barghests no longer exist, as they were carried over
from Dungeons and Dragons. The new barghests are based instead on the Outer Rifts. Created by original folklore barghests the qlippoth lord Mazmezz before she became one of the demons she so hated, they continue to prey on demons in accordance with their purpose.name comes from.



* AllWebbedUp: They have the web ability.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food is demons.
* GiantSpider: A bebilith looks like a spider the size of an elephant.
* HunterOfMonsters: Against demons.
* ItCanThink: They're as smart as people despite their bestial appearance.
* PoisonedWeapons: Their bites make flesh rot and melt.
* SpellBlade: Their claws count as chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.

to:

* AllWebbedUp: They have BreathWeapon: Some greater barghests develop the web ability.
ability to exhale clouds of toxic gas.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food
DespotismJustifiesTheMeans: Barghests' entire goal in life is demons.
* GiantSpider: A bebilith looks like a spider the size
basically to get more powerful, which requires [[ToServeMan eating non-evil humanoids and devouring part of an elephant.
* HunterOfMonsters: Against demons.
* ItCanThink: They're as smart as people despite
their bestial appearance.
souls]]. Once they do this enough they become a greater barghest.
* PoisonedWeapons: Their bites make flesh rot {{Hellhound}}: Barghests are fiends from the lower planes that resemble monstrous wolf-like monsters with twisted goblin faces, which come to the material world to hunt down and melt.
devour mortal victims.
* SpellBlade: Their claws count as chaotic MonsterLord: Greater barghests often seek out a goblinoid tribe to rule over.
* MonstrousCannibalism: If multiple barghests find themselves sharing a common territory, one will typically end up killing
and magic weapons, as well as cold iron eating the others.
* VoluntaryShapeshifting: They can take on the form of goblins (including hobgoblins
and good when attacking demons.
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.
bugbears) 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.



[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Violently xenophobic and nomadic creatures with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].

to:

[[folder:Belker]]
[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Beast, Fiend
->'''Level:''' 7
10
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Violently xenophobic and nomadic creatures
Huge

Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one of the demons she so hated, they continue to prey on demons in accordance
with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
their purpose.



* AbsoluteXenophobe: Xenophobic in the extreme, phades see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory.
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.

to:

* AbsoluteXenophobe: Xenophobic in AllWebbedUp: They have the extreme, phades see most non-elemental creatures web ability.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food is demons.
* GiantSpider: A bebilith looks like a spider the size of an elephant.
* HunterOfMonsters: Against demons.
* ItCanThink: They're
as threats, and stalk and kill any such intruders in smart as people despite their territory.
bestial appearance.
* SuperSmoke: PoisonedWeapons: Their bites make flesh rot and melt.
* SpellBlade: Their claws count as chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying:
A belker can switch from its normal form to one of pure smoke or back again.bebilith's claws are especially effective against demon flesh.



[[folder:Berbalang]]
->'''Type:''' Undead
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Cunning but ultimately cowardly undead.

to:

[[folder:Berbalang]]
[[folder:Behir]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_behir.png]]
->'''Type:''' Undead
Beast
->'''Level:''' 6
8
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Cunning but ultimately cowardly undead.
Huge

Behirs are many-legged, serpentine reptiles found primarily in desert hills and canyonlands. Temperamental, greedy, and self-centered, behirs attack nearly any creature that comes to their attention and bear a particular hatred for dragons.



* AstralProjection: A berbalang can enter a trance that separates its spirit from its body. When separated in this way, the physical body is unconscious and helpless. If the body is slain, the spirit body immediately dies as well.

to:

* AstralProjection: A berbalang can enter AmbiguouslyRelated: One a trance species-wide level. Behirs are blue-scaled, lightning-spitting, horned reptiles who live in deserts and speak draconic; consequently, many scholars speculate that separates its spirit from its body. When separated they're related to blue dragons somehow. This speculation is best kept quiet in this way, the physical body is unconscious presence of either behirs or blue dragons, as neither appreciate the comparison.
* BreathWeapon: They can spit lightning.
* FantasticRacism: Many behirs carry deep grudges against dragons
and helpless. If will attack them on sight.
* HairTriggerTemper: A behir is very territorial and bestial, and has a tendency to attack first and ask questions later.
* UndergroundMonkey: A variant of behirs with silvery scales, an icy breath weapon and cold resistance, known as frostcrawlers, are known to inhabit
the body is slain, the spirit body immediately dies as well.planet Triaxus.
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.



[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze

to:

[[folder:Black Pudding]]
[[quoteright:385:https://static.
[[folder:Belker]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
org/pmwiki/pub/images/pathfinder_belker.PNG]]



->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

These oozes are the scavengers of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.

to:

->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Huge

These oozes are the scavengers of the underworld, scouring caves for objects to dissolve
Large

Violently xenophobic and nomadic creatures
with their corrosive secretions easily dissolving both organic material and metal.a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].



* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and brown ones in swamps.

to:

* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones
AbsoluteXenophobe: Xenophobic in the arctic, tan ones in deserts extreme, phades see most non-elemental creatures as threats, and brown ones stalk and kill any such intruders in swamps.their territory.
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.



[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small

Frog-like creatures whose gaze can emit a blinding light.

to:

[[folder:Blindheim]]
[[folder:Berbalang]]
->'''Type:''' Animal
Undead
->'''Level:''' 2
6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small

Frog-like creatures whose gaze can emit a blinding light.
Medium

Cunning but ultimately cowardly undead.



* FantasticLightSource: Caged blindheims are sometimes used as a particularly ostentatious source of lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows them to modulate the glow. They use this to attract prey, herd fish towards shore, and blind and disorient attackers so that they can flee.

to:

* FantasticLightSource: Caged blindheims are sometimes used as AstralProjection: A berbalang can enter a particularly ostentatious source of lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane
trance that allows them to modulate the glow. They use separates its spirit from its body. When separated in this to attract prey, herd fish towards shore, way, the physical body is unconscious and blind and disorient attackers so that they can flee.helpless. If the body is slain, the spirit body immediately dies as well.



[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:''' Undead
->'''Level:''' 8
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.

to:

[[folder:Bodak]]
[[quoteright:350:https://static.
[[folder:Black Pudding]]
[[quoteright:385:https://static.
tvtropes.org/pmwiki/pub/images/bodak_pathfinder.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Undead
Ooze
->'''Level:''' 8
7
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Exposure
Huge

These oozes are the scavengers of the underworld, scouring caves for objects
to pure, unrestrained evil is sometimes enough to kill dissolve with their corrosive secretions easily dissolving both organic material and reanimate mortals as bodaks.metal.



* BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.

to:

* BaldOfEvil: Completely hairless after their transformation.
AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays
brown ones in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.
swamps.



[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Animal
->'''Level:''' 7
->'''Size:''' Huge

Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.

to:

[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bulette.png]]
[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 7
2
->'''Size:''' Huge

Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.
Small

Frog-like creatures whose gaze can emit a blinding light.



* TheBerserker: Bulettes have a notorious disregard for self-preservation and will attack far larger creatures readily.
* ExtremeOmnivore: They have six stomachs, each capable of processing food differently from the others, and notoriously potent stomach acids. This allows bulettes to eat and digest nearly anything, and they thus chow through flesh, armor and wood alike without distinction, eating anything that ends up near their mouths and trusting their guts to handle the rest.
* FastTunnelling: Bulettes can move through solid earth as swiftly as if they were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the most common are leprosy-infected ones whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.

to:

* TheBerserker: Bulettes have FantasticLightSource: Caged blindheims are sometimes used as a notorious disregard for self-preservation and will attack far larger creatures readily.
* ExtremeOmnivore: They have six stomachs, each capable
particularly ostentatious source of processing food differently from the others, and notoriously potent stomach acids. This lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that
allows bulettes them to eat modulate the glow. They use this to attract prey, herd fish towards shore, and digest nearly anything, blind and disorient attackers so that they thus chow through flesh, armor and wood alike without distinction, eating anything that ends up near their mouths and trusting their guts to handle the rest.
* FastTunnelling: Bulettes
can move through solid earth as swiftly as if they were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the most common are leprosy-infected ones whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.
flee.



[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Animal

to:

[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
[[folder:Blink Dog]]
->'''Type:''' AnimalBeast



->'''Alignment:''' LawfulGood




Subterranean predators that snag prey with lines of web.



* AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and reel the food to them.
* GiantEnemyCrab: The cave fisher is a man-sized crab-like monstrosity.
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist, their hunting method is essentially that of the real life bolo spider.

to:

* AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and reel the food to them.
HeroicDog: Blink dogs are intelligent, friendly canids that often help other creatures out when needed.
* GiantEnemyCrab: The cave fisher is a man-sized crab-like monstrosity.
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist,
UndyingLoyalty: Blink dogs are fiercely loyal, defending their hunting method is essentially that of own pack or friends to the real life bolo spider.death, and maintaining oaths handed down from litter.



[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Choker]]
[[quoteright:250:https://static.
[[folder:Bodak]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:''' Aberration
Undead
->'''Level:''' 28



->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.

to:

->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.
Medium

Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.



* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.

to:

* CreepilyLongArms: A choker's arms BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they
are abnormally rubbery smart. This trait makes them desirable minions for liches and long.
demons, who often employ them as guards and assassins.
* PrimalStance: Chokers EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just
walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays
in a hunched stance due to a combination of extra long arms their mind and limber legs.those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.



[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.

to:

[[folder:Chuul (Chu'ulothis)]]
[[folder:Bulette]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Aberration
Animal
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
7
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored
Huge

Ravenous burrowing
predators who lurk in shallows created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and swamps and take a disturbing degree of pleasure out of tormenting their victims.even magic items.



* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.

to:

* EatenAlive: A chuul's paralyzed victims are typically eaten while alive TheBerserker: Bulettes have a notorious disregard for self-preservation and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like
will attack far larger creatures as large as or larger than a human.
readily.
* TheParalyzer: ExtremeOmnivore: They inject paralytic venom have six stomachs, each capable of processing food differently from the others, and notoriously potent stomach acids. This allows bulettes to eat and digest nearly anything, and they thus chow through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
flesh, armor and emotional suffering, wood alike without distinction, eating them alive and taking time before each kill to insult and torment anything that ends up near their victims mouths and talk at some length about how trusting their guts to handle the rest.
* FastTunnelling: Bulettes can move through solid earth as swiftly as if
they will enjoy devouring them.
were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Chuuls prefer Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among
the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean most common are leprosy-infected ones usually go after hryngar or morlocks.whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.



[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.

to:

[[folder:Cloaker (Fulthrethu)]]
[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Aberration
Animal
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
2
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
Medium

Subterranean predators that snag prey with lines of web.



* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.

to:

* BrownNote: Cloakers have AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and reel the ability food to emit an infrasonic moan which unnerves anything them.
* GiantEnemyCrab: The cave fisher is a man-sized crab-like monstrosity.
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist, their hunting method is essentially
that hears it.of the real life bolo spider.



[[folder:Destrachan]]

to:

[[folder:Destrachan]][[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]



->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.

to:

->'''Level:''' 8
2
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.
Small

Subterranean predators who hunt the weak or isolated.



* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].

to:

* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills CreepilyLongArms: A choker's arms are abnormally rubbery and one of the higher ranges for blindsight found in the game.
long.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy
PrimalStance: Chokers walk in a cone, an area-affecting BrownNote, or as hunched stance due to a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].combination of extra long arms and limber legs.



[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.

to:

[[folder:Devourer]]
[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 11
1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Beings
Small (larval), Medium (lesser), Large (mature)

Armored predators
who venture beyond the farthest reaches of the multiverse lurk in shallows and become lost, returning as monsters warped in body swamps and mind with an undying hunger.take a disturbing degree of pleasure out of tormenting their victims.



* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.

to:

* HumanoidAbomination: EatenAlive: A lot of undead count to one degree chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as
or another, but Devourers may have the best claim, being warped, soul-stealing remnants larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment
from beyond the edges of other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer
torment their victims and talk at some length about how they will be trapped within its chest and can't be brought back until enjoy devouring them.
* ToServeMan: Chuuls prefer
the devourer is destroyed flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or forced to release it.morlocks.



[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Humanoid (elf)

The descendants of
Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for
the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch
alghollthu, cloakers are paranoid to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.extreme.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to
BrownNote: Cloakers have the women in their group do the speaking when dealing with them in order ability to be taken with emit an infrasonic moan which unnerves anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication
that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.hears it.



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:'''
[[folder:Darkmantle]]
->'''Type:''' Beast
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

* CastingAShadow: Darkmantles can cloak the nearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around the victim.
* UndergroundMonkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.
[[/folder]]

[[folder:Destrachan]]
->'''Type:'''
Aberration
->'''Level:''' 38



->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Size:''' Medium

Web lurkers are ugly
Large

Sadistic
monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
with a potent sonic attack.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps have supernatural control over BizarreAlienSenses: Destrachans sense the spiders they lair with, which they keep as both pets world via echolocation, represented by extremely high perception skills and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out
one of the shadow of higher ranges for blindsight found in the game's progenitor.game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Aberration
Undead
->'''Level:''' 1
11
->'''Alignment:''' LawfulGood
NeutralEvil
->'''Size:''' Small

Noble and kind messengers from
Large

Beings who venture beyond
the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat farthest reaches of the [[EldritchAbomination Dominion of the Black]] multiverse and are prepared to fight it.become lost, returning as monsters warped in body and mind with an undying hunger.



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches
HumanoidAbomination: A lot of space -- something that in ''Pathfinder'' breeds little undead count to one degree or another, but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but Devourers may have the best for regular, planet-bound people.claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.



[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13

to:

[[folder:Froghemoth]]
-> '''Type:''' Aberration
[[folder:Disenchanter]]
->'''Type:''' Beast
->'''Level:''' 133



->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.

to:

->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Large

Trunked, blue-furred camel-like creatures that feed on magic.



* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.

to:

* CombatTentacles: It attacks mainly MagicEater: Disenchanters feed by lashing foes siphoning the magic out of magical items with its tentacles.
their trunks, leaving the items broken and useless and metabolizing their magic energies to sustain themselves or storing it to unleash as an energy attack.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky MooksAteMyEquipment: In addition to their magic-draining tongue which it uses attacks, any magic weapon that successfully strikes a disenchanter has to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible
save or ethereal creatures.lose a property or point of enhancement bonus.



[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.

to:

[[folder:Gelatinous Cube]]
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem
org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not
to treat dungeons as flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops growing hatred of their creators and keep them clean of refuse, and to have continued to thrive on their own long after kin who left.

With
the downfall switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of their original makers.the Underdark, while subterranean elves are now known simply as cave elves.



* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.

to:

* TheAgeless: Gelatinous cubes can live AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for millennia if not a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or starved for food.
turned into driders long before then.[[invoked]]
* ElementalAbsorption: Frost cubes, thanks BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even
their symbiotic brown mold, can absorb heat ''vegetables'' could be made to heal themselves.
suffer.
* EliteMook: The ebony cubes, which unlike ChuckCunninghamSyndrome: When the regular kind can digest metal, and game transitioned from the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides
OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be
most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality
noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built
on the part backs of wizards with perhaps more its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of
power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less
than foresight.modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration

to:

[[folder:Gibbering Mouther]]
[[folder:Ether Spider]]
-> '''Type:''' AberrationBeast



->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.
Large



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther can emit a stream ArchEnemy: Ether spiders are the natural enemy of acidic spittle.
another denizen of the Ethereal Plane, the xill.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
GiantSpider: Ether spiders are far bigger than the maximum size of real life spiders.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
PoisonousPerson: They are spiders, what else did you expect?
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.SpiderPeople: These spiders have the faces of humans.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
->'''Alignment:''' TrueNeutral

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/0002_8.png]]
org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)
3
->'''Alignment:''' TrueNeutralNeutralEvil



Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

Some sages theorize Web lurkers are ugly monsters that gray oozes are not living organisms, only dwell within the lairs of spiders and swarms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids actively cultivate and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: A gray ooze, due to TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as
its transparency, can make own thing. With the switch to 2e, Paizo renamed it dangerously easy "web lurker" to mistake one for a harmless-looking pile help step out of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.
the shadow of the game's progenitor.



[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 3

to:

[[folder:Grick]]
[[folder:Flail Snail]]
-> '''Type:''' Aberration
Beast
->'''Level:''' 34



->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.

to:

->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
Large



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* AttackReflector: The flail snail's shell is capable of warping spells and flinging them back at the caster.
* CombatTentacles: Th grick's mouth is a sickening tangle of The spiny tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that
which give the flail snail its name can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.used to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.



[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

to:

[[folder:Howler]]
->'''Type:''' Fiend
[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 3
1
->'''Alignment:''' ChaoticEvil
LawfulGood
->'''Size:''' LargeSmall

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.



* BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.

to:

* BrownNote: A howler's constant howling is a grating, exhausting baying TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something
that can drive listeners insane.in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.



[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.

to:

[[folder:Inevitables]]
[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As
TrueNeutral
->'''Size:''' Huge

Apex predators
of the Remaster, inevitables have been removed from the Age swamps, capable of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.hunting dinosaurs or even dragons.



* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 4
->'''Size:''' Medium

Inevitables that arbitrate duels and formalized combat and enforce their outcomes.

to:

* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up CombatTentacles: It attacks mainly by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
lashing foes with its tentacles.
* DyingRace: The inevitables are on the decline, and have been for OverlyLongTongue: Like actual frogs, a froghemoth has a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection
sticky tongue which never existed in 1st Edition. And in the remaster, they were removed it uses to grab and it's the axiomites who were rogue aeons all along.

!!Novenarut
reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
[[/folder]]

[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
->'''Level:''' 4
3
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Inevitables
Large

Strange, cubical oozes
that arbitrate duels and formalized combat and enforce seem to treat dungeons as their outcomes.natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 6

to:

* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal,
and steel that cover whirring metallic gears, the sapient and serve to officiate duels spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities
and structured combat.
* HonorBeforeReason: They personify
weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice,
this trope, allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence
and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick cast spells, and typically originate as botched attempts at immortality on them.)

!!Kastamut
the part of wizards with perhaps more power than foresight.
[[/folder]]

[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 65
->'''Alignment:''' TrueNeutral




Screaming masses of misshapen flesh who drive others mad with their cries.



* GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9

to:

* GoodOldWays: Kastamuts represent the powerfully conservative forces AcidAttack: A gibbering mouther can emit a stream of tradition acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
and custom. They oppose sudden, radical changes staring eyeballs.
* ExtraEyes: A gibbering mouther is covered
in the course of a culture's traditions, eyes, and work to prevent the destruction of established belief systems, rites it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form
and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of
disappear all over a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
gibbering mouther's body.
[[/folder]]

[[folder:Gorgon]]
-> '''Type:''' Beast
->'''Level:''' 98
->'''Alignment:''' TrueNeutral



Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.

to:

Inevitables * BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to meeting other creatures is to attack them on sight and attempt to gore, trample or petrify them.
* MonsterOrganTrafficking: A gorgon's lungs can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
* TakenForGranite: They breathe out a gas
that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.petrifies those it comes in contact with.
[[/folder]]

[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Large



* BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10

to:

* BladeBelowTheShoulder: CounterAttack: When injured, a gray render may lash out blindly against a random creature within its reach that is not its charge.
* ExtraEyes:
A zelekhut's arms end in barbed chains.
gray render has six eyes.
* ChainPain: LittleGuyBigBuddy: Their primary weapons are main dynamic in the barbed chains that grow from their wrists, which game. Anything small and innocent enough has the chance to attract the attention and affection of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying more than a mile away, running to protect them if
they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
are attacked.
[[/folder]]

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 104 (gray and crystal ooze)
->'''Alignment:''' TrueNeutral



Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.

to:

Inevitables
Some sages theorize
that safeguard responsible governance gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and punish magical waste. The digestive acid that covers these oozes dissolves metals and dethrone corrupt and unlawful rulers.organic material, but not stone.



* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 11

to:

* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor NobodyHereButUsStatues: A gray ooze, due to help steer the leader back its transparency, can make it dangerously easy to mistake one for a proper path.
harmless-looking pile of mud.
* InternalReformist: Each impariut serves to reform TheParalyzer: A crystal ooze secretes a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
paralysing slime.
[[/folder]]

[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 113
->'''Alignment:''' TrueNeutral



Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.

to:

Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle
Burrowing worm-like creatures with high durability
against the forces of Chaos.mundane weapons.



* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 12
->'''Size:''' Medium

Inevitables that enforce oaths and binding agreements.

to:

* DoubleWeapon: Valharuts fight with an exotic weapon that consists CombatTentacles: Th grick's mouth is a sickening tangle of two tentacles and hooked blades projecting from opposite ends of jaws.
* MadeOfIron: They're
a shaft.

!!Kolyarut
CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
[[/folder]]

[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 12
3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Inevitables that enforce oaths and binding agreements.
Large



* IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 14
->'''Size:''' Large
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.

to:

* IGaveMyWord: Kolyaruts enforce this trope by ensuring BrownNote: A howler's constant howling is a grating, exhausting baying that oaths are kept can drive listeners insane.
[[/folder]]

[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans
and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 14
->'''Size:''' Large
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.
forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.



* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 15
->'''Size:''' Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.

to:

* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and technology replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from falling into ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the wrong hands, yarahkuts ensure Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign
that advanced technologies entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials,
and magic aren't introduced to regions where gameplay-wise they could have count as both outsiders and constructs.
* ProfessionalKiller: Usually,
a disruptive impact.
transgression that needs an inevitable's attention is so severe that only execution will suffice.
* TwoFaced: Three identical faces surround {{Omniglot}}: An inevitable can always speak to any creature that has a yarahkut's head, staring language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed
in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 15
4
->'''Size:''' Large

Medium

Inevitables that protect the sanctity of life arbitrate duels and death by hunting down those who would extend formalized combat and enforce their lifespans through unnatural means.outcomes.



* BareFistedMonk: They don't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike with the power of lightning or thunder.

!!Hykariut
->'''Level:''' 18
->'''Size:''' Large

to:

* BareFistedMonk: EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason:
They don't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike with
personify this trope, and even have the power of lightning ability to smite dishonorable opponents (e.g anyone who uses sneak attack or thunder.

!!Hykariut
a dirty trick on them.)

!!Kastamut
->'''Level:''' 18
6
->'''Size:''' LargeMedium



* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 19
->'''Size:''' Gargantuan

to:

* MakeAnExampleOfThem: A hykariut GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition
has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
within dwarven society.

!!Zelekhut
->'''Level:''' 19
9
->'''Size:''' GargantuanLarge

Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.



* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.

to:

* ImprobableWeaponUser: Rokyamuts BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they
can conjure mathematical symbols use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks
into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
targets.

!!Impariut
->'''Level:''' 20
10
->'''Size:''' Huge

Medium
Inevitables that protect the sanctity safeguard responsible governance and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes punish and attempts by the natives of one plane of existence to conquer or colonize another.dethrone corrupt and unlawful rulers.



* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the others leader back to throw energy bolts.
a proper path.
* ShootTheMedicFirst: The lhaksarut always prefers InternalReformist: Each impariut serves to eliminate healers before tackling on foes reform a powerful leader, guiding that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
11
->'''Size:''' Small

Metal serpents made to
Medium
Inevitables that, rather than punishing a specific form of transgression,
serve as assassins with an interchangeable poison reservoir.Law's soldiers in the direct struggle against the forces of Chaos.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
shaft.

!!Kolyarut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
12
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic
Medium

Inevitables that enforce oaths
and all of its pitfalls.binding agreements.



* AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.

to:

* AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is IGaveMyWord: Kolyaruts enforce this trope by ensuring that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even
oaths are kept and oathbreakers punished, caring little for what the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
actual assignments are.
* BigBad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they
MasterOfDisguise: Kolyaruts can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm
disguise themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small
move through humanoid land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path
without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
being detected.

!!Yarahkut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
14
->'''Size:''' Same as base creature

Rather than live
Large
Inevitables that stifle magical and scientific developments
in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.cultures not yet ready for them.



* AchillesHeel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbing to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.

!!Familial Lich
->'''Level:''' Same as base creature + 0
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Liches that bind themselves to their bloodline rather than a soul cage.

to:

* AchillesHeel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed
SchizoTech: {{Defied|Trope}}. Tasked with themselves, succumbing to egomania preventing magic and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend
technology from falling into the Astral Plane. Destroying this echo destroys them, which requires using the memoir wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at regions where they could have a location central to their past.

!!Familial Lich
disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' Same as base creature + 0
->'''Alignment:''' Any Evil
15
->'''Size:''' Same as base creature

Liches
Large

Inevitables
that bind themselves to protect the sanctity of life and death by hunting down those who would extend their bloodline rather than a soul cage.lifespans through unnatural means.



* AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of DemonicPossession, eject the relative's soul and transform them body and mind into the lich.
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.

!!Forsaken Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a soul cage.

to:

* AntiMagic: BareFistedMonk: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out
don't make use of actual weapons, instead fighting with their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of DemonicPossession, eject bare fists.
* ShockAndAwe: A marut's fists strike with
the relative's soul and transform them body and mind into the lich.
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.

!!Forsaken Lich
power of lightning or thunder.

!!Hykariut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
18
->'''Size:''' Same as base creature

Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a soul cage.
Large



* AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich is filled with an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
->'''Level:''' Same as base creature + 1
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.

to:

* AmazingTechnicolorBattlefield: The area 100 feet around MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a forsaken lich is filled with revolutionary leader as an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' Same as base creature + 1
->'''Alignment:''' Any Evil
19
->'''Size:''' Same as base creature

Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.
Gargantuan



* TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to use it more.
* SoulJar: They have a soul cage, though it becomes their soul cage due to their connection to it rather than them setting out to create one. This means they don't really get to pick their soul cage, and as such are more limited in their methods for protecting it.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
->'''Level:''' 14 (16 if awakened)
->'''Alignment:''' Evil
->'''Size:''' Tiny

Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments of their mind and magical power.

to:

* TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures ImprobableWeaponUser: Rokyamuts can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend conjure mathematical symbols into their hands to use it more.
as weapons, which can slice through unliving matter.
* SoulJar: They have MultiArmedAndDangerous: Four powerful arms protrude from a soul cage, though it becomes their soul cage due rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation
to their connection to it rather than them setting out to create one. This means fail if they don't really get to pick their soul cage, and as such are more limited in their methods for protecting it.
* SupernaturalFearInducer: They have a fear aura that leaves foes
begin or end within 60 300 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
of a rokyamut.

!!Lhaksarut
->'''Level:''' 14 (16 if awakened)
->'''Alignment:''' Evil
20
->'''Size:''' Tiny

Liches
Huge

Inevitables
that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with protect the remaining fragments of their mind sanctity and magical power.boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.



* AndIMustScream: Demiliches are liches that, through [[TimeAbyss uncountable centuries]] of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body to wander other planes and realities, leaving their body to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.

to:

* AndIMustScream: Demiliches are liches that, through [[TimeAbyss uncountable centuries]] ElementalPowers: A lhaksarut can throw bolts of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free
elemental energy (acid, cold, electricity or fire) from two of its body to wander other planes and realities, leaving their body to crumble.
arms.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims GiantFlyer: A lhaksarut is capable of flying with curses like -12 to an ability score or -8 to all attacks, saves, its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons
and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which
the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
others to throw energy bolts.
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm
foes that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls
directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.harm it.



[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)

to:

[[folder:Lurking Ray]]
[[folder:Iron Cobra]]
-> '''Type:''' Aberration
Construct
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)2



->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration
Small

Metal serpents made to serve as assassins
with multiple distinct stages to its life cycle.an interchangeable poison reservoir.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.

to:

* MoreDeadlyThanTheMale: The females of this species have one more CR than AnimalMecha: As their name indicates, iron cobras are constructs made in the males.shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
[[folder:Jackalwere]]
->'''Type:''' Beast
->'''Level:''' 4 (normal), 8 (failed apotheosis)
2
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Medium



* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.

to:

* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped TheBeastmaster: They can communicate with the strange belief that they and control regular jackals.
* ForcedSleep: They
can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each
force other and any animals that are lured creatures to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled
go to sleep by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just
looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though
them in the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
eyes.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally.
OurWerebeastsAreDifferent: They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons a sort of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics
reverse were-creature -- they're naturally jackals, but have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if
gained the human tries ability to leave, as take on the mimic would rather see them killed than fall into the clutches shape of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most
humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies
of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
humanoid jackals.



[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]

to:

[[folder:Mohrg]]
[[quoteright:264:https://static.
[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]org/pmwiki/pub/images/nhur_athemon.png]]



->'''Level:''' 8 (normal), 12 (demonic)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Powerful and dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.

to:

->'''Level:''' 8 (normal), 12 (demonic)
Same as base creature + 2
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Medium

Powerful
Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic
and dangerous undead that rise from the corpses all of those who killed many people while alive, such as mass murderers or berserkers.its pitfalls.



* CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.

to:

* CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off
AlwaysChaoticEvil: A justified example, as the most dangerous opponent first and preferring ritual to strike at isolated targets.
* NiceJobBreakingItHero: They arise from
become a serial killer who lich is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend
said to be dead until unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As
they have a small army buried in minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and
the local graveyard.
* OverlyLongTongue: Their intestines reform
patience of an immortal tends to result in dozens of layered plans and extend up through contingences.
* EnemyMine: The most common allies of older liches are other liches who were once
their mouth enemies. After all, who knows you better than someone who's tried to act kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually,
as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not
a grotesque ten-foot long tongue.
hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness One of their victims.
less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take
their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are
toll on a particularly horrific variant formed mind. It starts when the executed murderer was pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a pregnant mother. In cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve
this case, artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in
the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, world around them and will possess many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose
the ability to turn one victim per day into another mohrg instead value mortals as individual beings -- when entire generations of a zombie.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
->'''Level:''' 3
Same as base creature + 2
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Stealthy but simple minded constructs capable
Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo
of disabling opponents with paralysis or hypnotism.themselves.



* AnimalMecha: These constructs are made in the shape of a skeletal snake.
[[/folder]]

[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.

to:

* AnimalMecha: These constructs AchillesHeel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches
are made in entirely obsessed with themselves, succumbing to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if
the shape spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir
of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a skeletal snake.
[[/folder]]

[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
location central to their past.

!!Familial Lich
->'''Level:''' 15 (normal), 20 (overlord)
Same as base creature + 0
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Gargantuan

Creatures of immense power who view
Same as base creature

Liches that bind
themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from to their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.bloodline rather than a soul cage.



* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/folder]]

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.

to:

* CannibalismSuperpower: Neothelids who consume AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have
a large number of paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out
their kin nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of DemonicPossession, eject the relative's soul and transform them body and mind into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to
the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
lich.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as
SupernaturalFearInducer: Just like normal liches, they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/folder]]

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
fear aura.

!!Forsaken Lich
->'''Level:''' 5
Same as base creature + 2
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies
Same as base creature

Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches,
with these oozes to break down their soul trapped outside the flesh and clean the bones.body it was severed from but unable to bind to a soul cage.



* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.

to:

* DamageDiscrimination: An ochre jelly's acid only dissolves flesh AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich is filled with an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and practically nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
enraged insanity.
* AttackReflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
->'''Level:''' 4
Same as base creature + 1
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Creatures that revel in their role
Same as scavenger and garbage disposal.base creature

Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.

to:

* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to particularly enjoy taking otyughs apart one piece at use it more.
* SoulJar: They have
a time.
* MundaneUtility: More
soul cage, though it becomes their soul cage due to their connection to it rather than one city keeps otyughs them setting out to create one. This means they don't really get to pick their soul cage, and as such are more limited in its sewers as their methods for protecting it.
* SupernaturalFearInducer: They have
a living waste disposal system.
[[/folder]]

[[folder:Owlbear]]
[[quoteright:270:https://static.
fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
->'''Level:''' 4
14 (16 if awakened)
->'''Alignment:''' TrueNeutral
Evil
->'''Size:''' Large

Owlbears are ferocious chimeras
Tiny

Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments
of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.mind and magical power.



* BeastOfBattle: Owlbears are often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.

to:

* BeastOfBattle: Owlbears AndIMustScream: Demiliches are often captured liches that, through [[TimeAbyss uncountable centuries]] of madness and trained by orcs isolation, have been reduced to make powerful, if unpredictable, war animals. Most little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches
are used as mounts or basic attack beasts, but some are trained created when a lich casts its consciousness free of its body to bear small siege engines on wander other planes and realities, leaving their backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey
body to pass below them, at crumble.
* {{Curse}}: They have an ability called Greater Bestow curse,
which point they let go can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and plummet on skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend
their meal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear
time in a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting torpor unless their training and turning on remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained
their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace
minds, combining their origins to [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in
the First Owlbear, area of a ''hallow'' spell, after which is in fact still around, roaming it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the forests supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail
of the world and siring new litters banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all
of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them
a demilich's defenses, despite vorpal swords being descended from an owl made to cut off heads and a bear fused in an unfortunate summoning accident, the creations of demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As
a mad transmuter and simply some lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail
of the First World's weirdness banshee'', available three levels before the players get anything of that escaped into caliber, deals about 200 damage, and the Material Plane and went native.
demilich can use it every round.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two YourSoulIsMine: Demiliches can rip souls directly out of living creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving
trap them excellent camouflage in one of their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers
gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to
the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.
gem holding it crushed.



[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

[[folder:Retriever]]
->'''Type:''' Construct
[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 11
2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Huge

Abyssal constructs built
Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages
to hunt down those who betray their demonic masters.its life cycle.



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.

to:

* AnimalMecha: MoreDeadlyThanTheMale: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds
females of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from
this species have one more CR than the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
males.



[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

[[folder:Roper]]
->'''Type:'''
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:'''
Aberration
->'''Level:''' 10
4 (normal), 8 (failed apotheosis)
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers
Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash
and theologists who will engage in complex debates with the creatures they're eating.become an independent menace.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.

to:

* FauxAffablyEvil: Ropers BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are particularly interested known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine
the philosophy qualities of life and death the anglerfish, the rock octopus, and the finer points scorpion: translucent, chitinous plates shift freely around the hulking frame of evil religions, a distended mass of pale tentacles and can talk eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30
or argue for hours more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with prey, but this stinking graffiti, it departs, never allow to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object
such intriguing prey to escape alive.
* ThatsNoMoon: To all but
as a wagon or functioning ballista, it can easily take the most sharp-eyed outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep
underground explorers, a roper appears where there is no weather, such messages tend to be nothing last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for
more than a large stalactite, stalagmite, few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms
or pillar even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion
of ice.a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.
[[folder:Mohrg]]
[[quoteright:264:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 3 8 (normal), 6 (rust lord)
12 (demonic)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
Medium

Powerful
and equipment.dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" CallingCard: If they had a preferred method of killing in life, they will often employ it by very rapidly corroding it.
in undeath.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to DemBones: They resemble normal undead skeletons, except with a player on mass of writhing, prehensile entrails filling their own; torsos and extending up and out of their main danger comes from mouths.
* ItCanThink: Despite
their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the
ability to quickly turn a party's worth of high-end gear one victim per day into a pile another mohrg instead of rust.a zombie.



[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.

to:

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
[[folder:Necrophidius]]
->'''Type:''' Undead
Construct
->'''Level:''' 3 (normal), 8 (greater)
3
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Medium

Commonly found haunting tombs
Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis
or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.hypnotism.



* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.

to:

* BossInMookClothing: Greater shadows AnimalMecha: These constructs are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop
made in the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence
shape of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them
a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
skeletal snake.



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

to:

[[folder:Slithering Tracker]]
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Ooze
Aberration
->'''Level:''' 4
15 (normal), 20 (overlord)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' SmallGargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any creature CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms
that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This
is hit offset by a slithering tracker's slam comes into contact glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the anesthetising slime it secretes. rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.



[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].

to:

[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_stirge.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Animal
Ooze
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
5
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Scourges
Large

Animate masses
of swamps protoplasm hued a sickly combination of yellow, orange, and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.



* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.

to:

* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, DamageDiscrimination: An ochre jelly's acid only dissolves flesh and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.
practically nothing else.



[[folder:Thessalhydra]]

to:

[[folder:Thessalhydra]][[folder:Otyugh]]



->'''Level:''' 18

to:

->'''Level:''' 184



->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

->'''Size:''' Gargantuan

Legendary beasts renowned for
Large

Creatures that revel in
their speed role as scavenger and savagery.garbage disposal.



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles
ArchEnemy: Ofalths' domains typically overlap with necks topped with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a gaping, jawless maw ringed with writhing snake necks.time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.



[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Thought Eater]]
[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Aberration
Animal
->'''Level:''' 24



->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Size:''' Tiny

Tiny predators from
Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how
the Ethereal Plane that feed on thoughts.first of these bizarre monsters came to be.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As BeastOfBattle: Owlbears are often captured and trained by orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their name would indicate, backs.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs can tame one of
these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area with a strong background transmutation field, accidentally fusing the two
creatures feed on thoughts. A and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of
living corporeal creature that takes damage chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and
from a thought eater's bite loses some of its thoughts.the Ethereal Plane.



[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
[[folder:Remorhaz]]
->'''Type:''' Beast
->'''Level:''' 3
7
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Amorphous creatures halfway between liquid
Huge

Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames
and gas, vampiric mists spend most of melt their time seeking prey.way through the ice, and are aggressive ambush predators. A remorhaz that lives for a century without succumbing to injury or starvation will enter a deep hibernation, during which its fires will cool and its body reshape itself, and emerge several centuries later as a frost worm.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists feed on blood, BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at a very good clip, nearly as fast as they can run.
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing it to breathe out gouts of flame
and are often mistaken for vampires in gaseous form.granting and permanently scorching aura.



[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.

to:

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 8
11
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
Huge

Abyssal constructs built to hunt down those who betray their demonic masters.



* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.

to:

* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than AnimalMecha: The retriever is a tree stump sitting in a clearing, perhaps large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each
with a small animal sitting atop it. Only when a predator comes close does it become clear that different effect.
* FleshGolem: Retrievers are made from
the small animal is in fact long dead, before protoplasmic flesh of the 'tree stump' drags Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in
the would-be hunter into shape of an elephant-sized spider.
* LightningGun: One of
its maw.eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.

to:

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:'''
[[folder:Roper]]
->'''Type:'''
Aberration
->'''Level:''' Same as base creature + 2
10
->'''Alignment:''' Evil
ChaoticEvil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin
Large

Ambush predators
that fed upon their corpses.look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.



* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...

to:

* UndergroundMonkey: Worms that walk arise chiefly by FauxAffablyEvil: Ropers are particularly interested in the accidental reincarnation philosophy of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, life and their "births" are only tied to those of others of their kind by death and the manner in which they happen. The result is that they tend to be extremely varied, finer points of evil religions, and can talk or argue for hours with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
prey, but never allow such intriguing prey to escape alive.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are ThatsNoMoon: To all but the most common component of worms that walk, some have been known or rumored sharp-eyed underground explorers, a roper appears to be composed nothing more than a large stalactite, stalagmite, or pillar of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...ice.



[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental

to:

[[folder:Xorn]]
[[quoteright:250:https://static.
[[folder:Rust Monster]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
-> '''Type:''' Elemental->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)



->'''Level:''' 6
->'''Size:''' Medium

to:

->'''Level:''' 6
->'''Size:''' MediumMedium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.


Added DiffLines:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.
----
* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
[[/folder]]

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.
[[/folder]]

[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
----
* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.
[[/folder]]

[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.
----
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
[[/folder]]

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
----
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Alignment:''' TrueNeutral
->'''Level:''' 6
->'''Size:''' Medium
----

Added: 13100

Changed: 25940

Removed: 5699

Is there an issue? Send a MessageReason:
None


** [[Characters/PathfinderAnimals Animals]]
*** Ankheg -> Ankhrav
*** Purple Worm -> Cave Worm



[[folder:Aurumvorax]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
->'''Type:''' Animal
->'''Level:''' 9
->'''Size:''' Small

Highly aggressive creatures who enjoy gnawing metal items.
----
* GratuitousLatin: Their name is Latin for, roughly, "gold glutton".
* MeaningfulName: Their common name and the synonymous appellation the dwarves use for them, "golden gorgers", are dual references to their habit of chewing on metal and to their golden pelts.
* MetalMuncher: A bit of a variation. They don't eat the metal they go after, strictly speaking, but they greatly enjoy chewing on it and some speculate that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.
[[/folder]]



[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small

Frog-like creatures whose gaze can emit a blinding light.
----
* FantasticLightSource: Caged blindheims are sometimes used as a particularly ostentatious source of lighting.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows them to modulate the glow. They use this to attract prey, herd fish towards shore, and blind and disorient attackers so that they can flee.
[[/folder]]



[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.

to:

[[folder:Choker]]
[[quoteright:250:https://static.
[[folder:Bulette]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Aberration
Animal
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
7
->'''Size:''' Small

Subterranean
Huge

Ravenous burrowing
predators who hunt the weak or isolated.created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.



* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.

to:

* CreepilyLongArms: A choker's arms TheBerserker: Bulettes have a notorious disregard for self-preservation and will attack far larger creatures readily.
* ExtremeOmnivore: They have six stomachs, each capable of processing food differently from the others, and notoriously potent stomach acids. This allows bulettes to eat and digest nearly anything, and they thus chow through flesh, armor and wood alike without distinction, eating anything that ends up near their mouths and trusting their guts to handle the rest.
* FastTunnelling: Bulettes can move through solid earth as swiftly as if they were swimming through the water.
* ThreateningShark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
* ToServeMan: Bulettes' favourite food is halfling flesh, and halflings
are abnormally rubbery advised to stay away from bulette territory.
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the most common are leprosy-infected ones whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks,
and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms
the feared, demonic and limber legs.actively evil xenarths.



[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.

to:

[[folder:Chuul (Chu'ulothis)]]
[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Aberration
Animal
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
2
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored
Medium

Subterranean
predators who lurk in shallows and swamps and take a disturbing degree that snag prey with lines of pleasure out of tormenting their victims.web.



* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.

to:

* EatenAlive: A chuul's paralyzed victims are typically eaten while alive AllWebbedUp: Cave fishers can produce a sticky filament of silk to whip enemies and immobilized.
reel the food to them.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than The cave fisher is a human.
man-sized crab-like monstrosity.
* TheParalyzer: They inject paralytic venom through TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist, their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer
hunting method is essentially that of the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.real life bolo spider.



[[folder:Cloaker (Fulthrethu)]]

to:

[[folder:Cloaker (Fulthrethu)]][[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]



->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.

to:

->'''Level:''' 5
2
->'''Alignment:''' ChaoticNeutral
ChaoticEvil
->'''Size:''' Large

Originally created as spies for
Small

Subterranean predators who hunt
the alghollthu, cloakers are paranoid to the extreme.weak or isolated.



* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.

to:

* BrownNote: Cloakers have the ability CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due
to emit an infrasonic moan which unnerves anything that hears it.a combination of extra long arms and limber legs.



[[folder:Destrachan]]

to:

[[folder:Destrachan]][[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]



->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.

to:

->'''Level:''' 8
1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Sadistic monsters with
Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take
a potent sonic attack.disturbing degree of pleasure out of tormenting their victims.



* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].

to:

* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills EatenAlive: A chuul's paralyzed victims are typically eaten while alive and one of the higher ranges for blindsight found in the game.
immobilized.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
and darkness]].
* EyelessFace: A destrachan has no eyes
emotional suffering, eating them alive and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain
taking time before each kill to insult and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing
torment their victims and talk at some length about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
how they will enjoy devouring them.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow ToServeMan: Chuuls prefer the door you just closed flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while running away]].subterranean ones usually go after hryngar or morlocks.



[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil

to:

[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 11
5
->'''Alignment:''' NeutralEvilChaoticNeutral



Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.

to:

Beings who venture beyond Originally created as spies for the farthest reaches of alghollthu, cloakers are paranoid to the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.extreme.



* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.

to:

* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may BrownNote: Cloakers have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced
ability to release emit an infrasonic moan which unnerves anything that hears it.



[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
[[folder:Destrachan]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.
Aberration
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, BizarreAlienSenses: Destrachans sense the drow species as a whole is evil world via echolocation, represented by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded
extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society,
high perception skills and are generally restricted to serving as low-ranking soldiers one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells,
and servants. Female drow hold all positions of power darkness]].
* EyelessFace: A destrachan has no eyes
and authority, is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain
and non-drow are advised to have the women in their group do the speaking when dealing viciously toying with them in order to be taken its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted
with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned
human-level intelligence and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" genius-grade wisdom, and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become is explicitly a drow, though the conditions are more complex than pack hunter. The GM is not merely being evil. When justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow
the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.door you just closed while running away]].



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.
[[folder:Devourer]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/weblurker.png]]
org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Aberration
Undead
->'''Level:''' 311



->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Size:''' Medium

Web lurkers are ugly
Large

Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as
monsters that not only dwell within the lairs of spiders warped in body and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
mind with an undying hunger.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have supernatural control over the spiders they lair with, which they keep as both pets best claim, being warped, soul-stealing remnants from beyond the edges of time and guardians.
space.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids
OmnicidalManiac: Devourers threaten all souls with arthropod eyes, mandibles oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest
and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is
can't be brought back until the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch devourer is destroyed or forced to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.release it.



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants
of the [[EldritchAbomination Dominion elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Black]] Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves
are prepared to fight it.now known simply as cave elves.



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror:
Their peculiar appearance and origins make fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even
their quest considerably more difficult.
''vegetables'' could be made to suffer.
* CreepyGood: They are aberrations ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be
most distant reaches noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs
of space -- something its legions of slaves, but their contempt for their thralls means that in ''Pathfinder'' breeds drow slavemasters are afforded extremely little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... standing or respect.
* {{Matriarchy}}: Men have very little status within drow society,
and are also AlwaysLawfulGood, genuinely helpful beings generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves
who want nothing but "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the best for regular, planet-bound people.conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Froghemoth]]

to:

[[folder:Froghemoth]][[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]



->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
----
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
[[/folder]]

[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze



->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.

to:

->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Large

Strange, cubical oozes
Medium

Web lurkers are ugly monsters
that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard only dwell within the homes lairs of spiders and workshops of their creators swarms, but actively cultivate and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].



* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.

to:

* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which unlike the regular kind can digest metal, they keep as both pets and the sapient guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider"
and spell-slinging sorcerer oozes.
"a spiteful or cantankerous person".
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
SpiderPeople: Spider-like humanoids with unique characteristics, abilities arthropod eyes, mandibles and weaknesses making for different challenges magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'',
and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and
thus by ''Pathfinder'' after it split off as its own thing. With the ability switch to cast spells, and typically originate as botched attempts at immortality on 2e, Paizo renamed it "web lurker" to help step out of the part shadow of wizards with perhaps more power than foresight.the game's progenitor.



[[folder:Gibbering Mouther]]

to:

[[folder:Gibbering Mouther]][[folder:Flumph]]



->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Level:''' 5
1
->'''Alignment:''' TrueNeutral
LawfulGood
->'''Size:''' Medium

Screaming masses
Small

Noble and kind messengers from the depths
of misshapen flesh who drive others mad with their cries.space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
TheCassandra: Their peculiar appearance and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains
origins make their quest considerably more every time it devours a hapless victim.
difficult.
* TooManyMouths: Countless mouths constantly form CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and disappear all over a gibbering mouther's body.are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
[[folder:Froghemoth]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)13



->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather
Huge

Apex predators of
the alchemical result swamps, capable of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.hunting dinosaurs or even dragons.



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: A gray ooze, due to CombatTentacles: It attacks mainly by lashing foes with its transparency, can make tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which
it dangerously easy uses to mistake one for a harmless-looking pile of mud.
grab and reel in distant prey.
* TheParalyzer: SeeTheInvisible: A crystal ooze secretes a paralysing slime.froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.



[[folder:Grick]]
-> '''Type:''' Aberration

to:

[[folder:Grick]]
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' AberrationOoze



->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.

to:

->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal,
and hooked jaws.
the sapient and spell-slinging sorcerer oozes.
* MadeOfIron: They're a CR 3 monster TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed
with high damage weapons can get through it if you don't have any magic black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality
on you.the part of wizards with perhaps more power than foresight.



[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

to:

[[folder:Howler]]
->'''Type:''' Fiend
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 3
5
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' LargeMedium

Screaming masses of misshapen flesh who drive others mad with their cries.



* BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.

to:

* BrownNote: AcidAttack: A howler's constant howling is a grating, exhausting baying that gibbering mouther can drive listeners insane.emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.



[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.

to:

[[folder:Inevitables]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
->'''Alignment:''' LawfulNeutral

Living machines created by
TrueNeutral
->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather
the axiomites to wage war against proteans alchemical result of an unfortunate mixture of rare caustic fluids and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.
magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.



* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 4

to:

* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding NobodyHereButUsStatues: A gray ooze, due to this alignment, as part of Paizo's effort its transparency, can make it dangerously easy to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been
mistake one for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made
harmless-looking pile of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
mud.
* ProfessionalKiller: Usually, TheParalyzer: A crystal ooze secretes a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
paralysing slime.
[[/folder]]

[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 43
->'''Alignment:''' TrueNeutral



Inevitables that arbitrate duels and formalized combat and enforce their outcomes.

to:

Inevitables that arbitrate duels and formalized combat and enforce their outcomes.Burrowing worm-like creatures with high durability against mundane weapons.



* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 6
->'''Size:''' Medium

to:

* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned CombatTentacles: Th grick's mouth is a sickening tangle of plates of jade tentacles and steel hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10
that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even
can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick any magic on them.)

!!Kastamut
you.
[[/folder]]

[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 6
3
->'''Alignment:''' ChaoticEvil
->'''Size:''' MediumLarge



* GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9
->'''Size:''' Large

Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.

to:

* GoodOldWays: Kastamuts represent BrownNote: A howler's constant howling is a grating, exhausting baying that can drive listeners insane.
[[/folder]]

[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by
the powerfully conservative axiomites to wage war against proteans and the forces of tradition and custom. They oppose sudden, radical changes in chaos.

As of
the course of a culture's traditions, and work to prevent Remaster, inevitables have been removed from the destruction Age of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving
Lost Omens setting, as they were originally created by Wizards of the appearance Coast, though most of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9
->'''Size:''' Large

Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
individual inevitable types below were Paizo creations.



* BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10

to:

* BladeBelowTheShoulder: A zelekhut's arms end DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in barbed chains.
real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* ChainPain: DyingRace: The inevitables are on the decline, and have been for a long time. Their primary weapons numbers are the barbed chains that grow from slow to replenish, and their wrists, demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection
which never existed in 1st Edition. And in the remaster, they can use to trip were removed and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 104



Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.

to:


Inevitables that safeguard responsible governance arbitrate duels and punish formalized combat and dethrone corrupt and unlawful rulers.enforce their outcomes.



* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 11

to:

* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that figure toward sustainable policies that maintain order.

!!Valharut
cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 116



Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.



* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 12
->'''Size:''' Medium

Inevitables that enforce oaths and binding agreements.

to:

* DoubleWeapon: Valharuts fight with an exotic weapon GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate
that consists this appearance reflects the level of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 12
9
->'''Size:''' Medium

Large

Inevitables that enforce oaths chase down criminals fleeing punishments and binding agreements.lawbreakers whom mortal laws cannot touch.



* IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 14
->'''Size:''' Large
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.

to:

* IGaveMyWord: Kolyaruts enforce this trope by ensuring BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains
that oaths are kept grow from their wrists, which they can use to trip and oathbreakers punished, caring little for what the actual assignments are.
knock down foes.
* MasterOfDisguise: Kolyaruts OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and
can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
send painful shocks into their targets.

!!Impariut
->'''Level:''' 14
10
->'''Size:''' Large
Medium
Inevitables that stifle magical safeguard responsible governance and scientific developments in cultures not yet ready for them.punish and dethrone corrupt and unlawful rulers.



* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 15
->'''Size:''' Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.

to:

* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the wrong hands, yarahkuts ensure leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 15
11
->'''Size:''' Large

Medium
Inevitables that protect that, rather than punishing a specific form of transgression, serve as Law's soldiers in the sanctity direct struggle against the forces of life and death by hunting down those who would extend their lifespans through unnatural means.Chaos.



* BareFistedMonk: They don't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike with the power of lightning or thunder.

!!Hykariut
->'''Level:''' 18
->'''Size:''' Large

to:

* BareFistedMonk: They don't make use of actual weapons, instead fighting DoubleWeapon: Valharuts fight with their bare fists.
* ShockAndAwe: A marut's fists strike with the power
an exotic weapon that consists of lightning or thunder.

!!Hykariut
two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 18
12
->'''Size:''' LargeMedium

Inevitables that enforce oaths and binding agreements.



* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 19
->'''Size:''' Gargantuan

to:

* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for onlookers.

!!Rokyamut
what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 19
14
->'''Size:''' GargantuanLarge
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.



* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.

to:

* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into their hands the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if
regions where they begin or end within 300 feet of could have a rokyamut.

!!Lhaksarut
disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 20
15
->'''Size:''' Huge

Large

Inevitables that protect the sanctity of life and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts death by the natives of one plane of existence to conquer or colonize another.hunting down those who would extend their lifespans through unnatural means.



* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

* ElementalPowers: A lhaksarut can throw bolts BareFistedMonk: They don't make use of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying
actual weapons, instead fighting with its gigantic wings.
their bare fists.
* IGaveMyWord: ShockAndAwe: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
marut's fists strike with the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
power of lightning or thunder.

!!Hykariut
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
18
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Large



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra
MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a poison reservoir revolutionary leader as an object lesson in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
civic obedience for onlookers.

!!Rokyamut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
19
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
Gargantuan



* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.
----
* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.
----
* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
----



[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

[[folder:Retriever]]
[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Construct
Animal
->'''Level:''' 11
4
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray
Large

Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on
their demonic masters.origins abound, but nobody actually known how the first of these bizarre monsters came to be.



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.

to:

* AnimalMecha: The retriever is a large, spider-like construct built BeastOfBattle: Owlbears are often captured and trained by demon lords.
orcs to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
* EyeBeams: The retriever's eyes DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
* HorseOfADifferentColor: When orcs
can fire four kinds tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate
magical rays, each fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
* MonsterProgenitor: Owlbears can trace their origins to the First Owlbear, which is in fact still around, roaming the forests of the world and siring new litters of his kind on giant owls, bears and preexisting owlbears.
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them being descended from an owl and a bear fused in an unfortunate summoning accident, the creations of a mad transmuter and simply some of the First World's weirdness that escaped into the Material Plane and went native.
* TeleporterAccident: One theory on how owlbears came to be goes that a wizard with an owl familiar summoned a bear in an area
with a strong background transmutation field, accidentally fusing the two creatures and creating the first owlbear.
* UndergroundMonkey: Numerous
different effect.
* FleshGolem: Retrievers
types of owlbear exist as a result of both natural adaption and further magical mutations:
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears
are made distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
** The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by the orcs.
** Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
** Slime owlbears are otherwise normal owlbears constantly coated in green slime.
** Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
** Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and
from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
Ethereal Plane.



[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10

to:

[[folder:Roper]]
[[folder:Retriever]]
->'''Type:''' Aberration
Construct
->'''Level:''' 1011



->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists
Huge

Abyssal constructs built to hunt down those
who will engage in complex debates with the creatures they're eating.betray their demonic masters.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.

to:

* FauxAffablyEvil: Ropers AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers
are particularly interested made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made
in the philosophy shape of life and death and the finer points an elephant-sized spider.
* LightningGun: One
of evil religions, and its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever
can talk or argue for hours petrify enemies permanently with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar
one of ice.its deadly magical rays.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[folder:Roper]]



->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

->'''Level:''' 3 (normal), 6 (rust lord)
10
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers
and equipment.theologists who will engage in complex debates with the creatures they're eating.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and can't do much death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers,
a player on their own; their main danger comes from their ability roper appears to quickly turn be nothing more than a party's worth large stalactite, stalagmite, or pillar of high-end gear into a pile of rust.ice.


Added DiffLines:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]


Added DiffLines:

[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
->'''Size:''' Tiny

Scourges of swamps and damp, abandoned places, bloodseekers are ravenous blood drinkers.

Their 1e stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/stirge/ here]].

Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
----
* FantasticFaunaCounterpart: They serve as a fantastic but nonmagical stand-in for mosquitoes, vampire bats, and other flying blood-drinking animals.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. In 2nd Edition, it was officially renamed ''bloodseeker'', a name that can be legally used in non-OGL products.
[[/folder]]

Added: 10323

Changed: 25323

Removed: 7245

Is there an issue? Send a MessageReason:
None


** [[Characters/PathfinderFiends Fiends]
*** Barbazu (Bearded Devil) -> Vordine (Infantry Devil)
*** Dretch -> Pusk (Sloth Demon)
*** Kyton (Chain Devil) -> Evangelist Velstrac
*** Lemure -> Ort (Drudge Devil)
*** Pit Fiend -> Nessari (Tyrant Devil)



[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil

to:

[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
[[folder:Balor (Fire Demon)]]
->'''Type:''' Fiend (Demon)
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
20-25



Violently xenophobic and nomadic creatures with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].

to:

Violently xenophobic and nomadic creatures with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
The most powerful non-unique demons, serving as rulers of their kind.

As of the Remaster, they've been replaced by vrolikai as the top dogs of demonkind.



* AbsoluteXenophobe: Xenophobic in the extreme, phades see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory.
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.

to:

* AbsoluteXenophobe: Xenophobic in the extreme, phades see most non-elemental creatures as threats, BigRedDevil: Balors are towering demons with horned heads, large wings, hooved feet and stalk and kill any such intruders bright red skin.
* BloodKnight: If presented with an opportunity to join a fight, few balors choose to resist.
* FlamingSword: Balors favor flaming whips
in combat, which can strike with enough force to take a person's head off.
* AGodAmI: Some balor lords view themselves as objects of worship.
* LawyerFriendlyCameo: Much like
their territory.
* SuperSmoke: A belker can switch
''D&D'' counterparts, their name, appearance and frequent use of flaming whips betray their inspiration from its normal form Creator/JRRTolkien balrogs.
* MonsterLord: A balor typically commands vast legions of demons.
* PlayingWithFire: Most balors are closely tied
to one fire, and can choose to wreathe themselves in flames or to call down rains of pure smoke or back again.fire from the sky. There are good reasons many know them simply as fire demons.
* WreathedInFlames: Balors are usually wreathed in constantly burning flames that the balors can suppress at will, although they rarely do so.



[[folder:Berbalang]]
->'''Type:''' Undead
->'''Level:''' 6

to:

[[folder:Berbalang]]
[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Undead
Beast, Fiend
->'''Level:''' 610



->'''Size:''' Medium

Cunning but ultimately cowardly undead.

to:

->'''Size:''' Medium

Cunning but ultimately cowardly undead.
Huge

Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one of the demons she so hated, they continue to prey on demons in accordance with their purpose.



* AstralProjection: A berbalang can enter a trance that separates its spirit from its body. When separated in this way, the physical body is unconscious and helpless. If the body is slain, the spirit body immediately dies as well.

to:

* AstralProjection: A berbalang can enter a trance that separates its spirit from its body. When separated in this way, AllWebbedUp: They have the physical body web ability.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food
is unconscious demons.
* GiantSpider: A bebilith looks like a spider the size of an elephant.
* HunterOfMonsters: Against demons.
* ItCanThink: They're as smart as people despite their bestial appearance.
* PoisonedWeapons: Their bites make flesh rot
and helpless. If the body is slain, the spirit body immediately dies melt.
* SpellBlade: Their claws count
as well.chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.



[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze

to:

[[folder:Black Pudding]]
[[quoteright:385:https://static.
[[folder:Belker]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
org/pmwiki/pub/images/pathfinder_belker.PNG]]



->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

These oozes are the scavengers of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.

to:

->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Huge

These oozes are the scavengers of the underworld, scouring caves for objects to dissolve
Large

Violently xenophobic and nomadic creatures
with their corrosive secretions easily dissolving both organic material and metal.a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].



* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and brown ones in swamps.

to:

* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones
AbsoluteXenophobe: Xenophobic in the arctic, tan ones in deserts extreme, phades see most non-elemental creatures as threats, and brown ones stalk and kill any such intruders in swamps.their territory.
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.



[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]

to:

[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
[[folder:Berbalang]]



->'''Level:''' 8

to:

->'''Level:''' 86



Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.

to:

Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.Cunning but ultimately cowardly undead.



* BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.

to:

* BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo
AstralProjection: A berbalang can enter a series of seizures. Oh, and trance that separates its spirit from its body. When separated in this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them
way, the physical body is unconscious and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream:
helpless. If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others
body is slain, the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.
spirit body immediately dies as well.



[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.

to:

[[folder:Choker]]
[[quoteright:250:https://static.
[[folder:Black Pudding]]
[[quoteright:385:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Aberration
Ooze
->'''Level:''' 2
7
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Small

Subterranean predators who hunt
Huge

These oozes are
the weak or isolated.scavengers of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.



* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.

to:

* CreepilyLongArms: A choker's arms are abnormally rubbery AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts
and long.
* PrimalStance: Chokers walk
brown ones in a hunched stance due to a combination of extra long arms and limber legs.swamps.



[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)

to:

[[folder:Chuul (Chu'ulothis)]]
[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:''' Aberration
Undead
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)8



->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.

to:

->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows
Medium

Exposure to pure, unrestrained evil is sometimes enough to kill
and swamps and take a disturbing degree of pleasure out of tormenting their victims.reanimate mortals as bodaks.



* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.

to:

* EatenAlive: A chuul's paralyzed victims are typically eaten while alive BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash,
and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures
their bones warping even as large as or larger they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger
than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called
a human.
Death Gaze.
* TheParalyzer: EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out the eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger:
They inject paralytic venom yearn to show others the signs they've seen through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment
death gaze because that's the only way they can get even a modicum of relief from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event that created the bodak constantly replays in their mind
and talk at some length about how those who are hit by its death gaze see snippets of it, though they will enjoy devouring don't see the whole event unless the attack kills them.
* ToServeMan: Chuuls prefer MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within
the flesh of intelligent creatures; surface-dwelling chuul prefer Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent
to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.



[[folder:Cloaker (Fulthrethu)]]

to:

[[folder:Cloaker (Fulthrethu)]][[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]



->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.

to:

->'''Level:''' 5
2
->'''Alignment:''' ChaoticNeutral
ChaoticEvil
->'''Size:''' Large

Originally created as spies for
Small

Subterranean predators who hunt
the alghollthu, cloakers are paranoid to the extreme.weak or isolated.



* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.

to:

* BrownNote: Cloakers have the ability CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due
to emit an infrasonic moan which unnerves anything that hears it.a combination of extra long arms and limber legs.



[[folder:Destrachan]]

to:

[[folder:Destrachan]][[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]



->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.

to:

->'''Level:''' 8
1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Sadistic monsters with
Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take
a potent sonic attack.disturbing degree of pleasure out of tormenting their victims.



* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].

to:

* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills EatenAlive: A chuul's paralyzed victims are typically eaten while alive and one of the higher ranges for blindsight found in the game.
immobilized.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
and darkness]].
* EyelessFace: A destrachan has no eyes
emotional suffering, eating them alive and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain
taking time before each kill to insult and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing
torment their victims and talk at some length about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
how they will enjoy devouring them.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow ToServeMan: Chuuls prefer the door you just closed flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while running away]].subterranean ones usually go after hryngar or morlocks.



[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil

to:

[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 11
5
->'''Alignment:''' NeutralEvilChaoticNeutral



Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.

to:

Beings who venture beyond Originally created as spies for the farthest reaches of alghollthu, cloakers are paranoid to the multiverse and become lost, returning as monsters warped in body and mind with an undying hunger.extreme.



* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.

to:

* HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may BrownNote: Cloakers have the best claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced
ability to release emit an infrasonic moan which unnerves anything that hears it.



[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
[[folder:Destrachan]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.
Aberration
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, BizarreAlienSenses: Destrachans sense the drow species as a whole is evil world via echolocation, represented by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded
extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society,
high perception skills and are generally restricted to serving as low-ranking soldiers one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells,
and servants. Female drow hold all positions of power darkness]].
* EyelessFace: A destrachan has no eyes
and authority, is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain
and non-drow are advised to have the women in their group do the speaking when dealing viciously toying with them in order to be taken its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted
with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned
human-level intelligence and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" genius-grade wisdom, and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become is explicitly a drow, though the conditions are more complex than pack hunter. The GM is not merely being evil. When justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow
the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.door you just closed while running away]].



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.
[[folder:Devourer]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/weblurker.png]]
org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Aberration
Undead
->'''Level:''' 311



->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Size:''' Medium

Web lurkers are ugly
Large

Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as
monsters that not only dwell within the lairs of spiders warped in body and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
mind with an undying hunger.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps HumanoidAbomination: A lot of undead count to one degree or another, but Devourers may have supernatural control over the spiders they lair with, which they keep as both pets best claim, being warped, soul-stealing remnants from beyond the edges of time and guardians.
space.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids
OmnicidalManiac: Devourers threaten all souls with arthropod eyes, mandibles oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest
and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is
can't be brought back until the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch devourer is destroyed or forced to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.release it.



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants
of the [[EldritchAbomination Dominion elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Black]] Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves
are prepared to fight it.now known simply as cave elves.



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror:
Their peculiar appearance and origins make fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even
their quest considerably more difficult.
''vegetables'' could be made to suffer.
* CreepyGood: They are aberrations ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be
most distant reaches noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs
of space -- something its legions of slaves, but their contempt for their thralls means that in ''Pathfinder'' breeds drow slavemasters are afforded extremely little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... standing or respect.
* {{Matriarchy}}: Men have very little status within drow society,
and are also AlwaysLawfulGood, genuinely helpful beings generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves
who want nothing but "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the best for regular, planet-bound people.conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Froghemoth]]

to:

[[folder:Froghemoth]][[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]



->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
----
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
[[/folder]]

[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze



->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.

to:

->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Large

Strange, cubical oozes
Medium

Web lurkers are ugly monsters
that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard only dwell within the homes lairs of spiders and workshops of their creators swarms, but actively cultivate and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].



* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.

to:

* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which unlike the regular kind can digest metal, they keep as both pets and the sapient guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider"
and spell-slinging sorcerer oozes.
"a spiteful or cantankerous person".
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
SpiderPeople: Spider-like humanoids with unique characteristics, abilities arthropod eyes, mandibles and weaknesses making for different challenges magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'',
and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and
thus by ''Pathfinder'' after it split off as its own thing. With the ability switch to cast spells, and typically originate as botched attempts at immortality on 2e, Paizo renamed it "web lurker" to help step out of the part shadow of wizards with perhaps more power than foresight.the game's progenitor.



[[folder:Gibbering Mouther]]

to:

[[folder:Gibbering Mouther]][[folder:Flumph]]



->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Level:''' 5
1
->'''Alignment:''' TrueNeutral
LawfulGood
->'''Size:''' Medium

Screaming masses
Small

Noble and kind messengers from the depths
of misshapen flesh who drive others mad with their cries.space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
TheCassandra: Their peculiar appearance and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains
origins make their quest considerably more every time it devours a hapless victim.
difficult.
* TooManyMouths: Countless mouths constantly form CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and disappear all over a gibbering mouther's body.are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
[[folder:Froghemoth]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)13



->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather
Huge

Apex predators of
the alchemical result swamps, capable of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.hunting dinosaurs or even dragons.



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: A gray ooze, due to CombatTentacles: It attacks mainly by lashing foes with its transparency, can make tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which
it dangerously easy uses to mistake one for a harmless-looking pile of mud.
grab and reel in distant prey.
* TheParalyzer: SeeTheInvisible: A crystal ooze secretes a paralysing slime.froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.



[[folder:Grick]]
-> '''Type:''' Aberration

to:

[[folder:Grick]]
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' AberrationOoze



->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.

to:

->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal,
and hooked jaws.
the sapient and spell-slinging sorcerer oozes.
* MadeOfIron: They're a CR 3 monster TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed
with high damage weapons can get through it if you don't have any magic black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality
on you.the part of wizards with perhaps more power than foresight.



[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.

to:

[[folder:Inevitables]]
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces
TrueNeutral
->'''Size:''' Medium

Screaming masses
of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.
misshapen flesh who drive others mad with their cries.



* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 4

to:

* DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into AcidAttack: A gibbering mouther can emit a secondary role as a subgroup stream of aeons, who were changed into LawfulNeutral acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes,
and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
it gains more every time it devours a hapless victim.
* DyingRace: The inevitables are on the decline, TooManyMouths: Countless mouths constantly form and have been for a long time. Their numbers are slow to replenish, and their demigods, the primordial inevitables, cannot be replaced at disappear all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually, a transgression that needs an inevitable's attention is so severe that only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
gibbering mouther's body.
[[/folder]]

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 44 (gray and crystal ooze)
->'''Alignment:''' TrueNeutral



Inevitables that arbitrate duels and formalized combat and enforce their outcomes.

to:

Inevitables Some sages theorize that arbitrate duels gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and formalized combat magical waste. The digestive acid that covers these oozes dissolves metals and enforce their outcomes.organic material, but not stone.



* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a dirty trick on them.)

!!Kastamut
->'''Level:''' 6

to:

* EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of plates of jade and steel that cover whirring metallic gears, and serve to officiate duels and structured combat.
mud.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or TheParalyzer: A crystal ooze secretes a dirty trick on them.)

!!Kastamut
paralysing slime.
[[/folder]]

[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 63
->'''Alignment:''' TrueNeutral




Burrowing worm-like creatures with high durability against mundane weapons.



* GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this appearance reflects the level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 9

to:

* GoodOldWays: Kastamuts represent the powerfully conservative forces CombatTentacles: Th grick's mouth is a sickening tangle of tradition tentacles and custom. They oppose sudden, radical changes in the course of hooked jaws.
* MadeOfIron: They're
a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate
CR 3 monster with DR 10 that this appearance reflects the can only be beaten by magic. That's high enough at that level of importance tradition has within dwarven society.

!!Zelekhut
that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
[[/folder]]

[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 93
->'''Alignment:''' ChaoticEvil




Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.



* BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10
->'''Size:''' Medium
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.

to:

* BladeBelowTheShoulder: BrownNote: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains
howler's constant howling is a grating, exhausting baying that grow can drive listeners insane.
[[/folder]]

[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral

Living machines created by the axiomites to wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed
from their wrists, which the Age of Lost Omens setting, as they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.

!!Impariut
->'''Level:''' 10
->'''Size:''' Medium
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.



* TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an advisor to help steer the leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 11

to:

* TheGoodChancellor: Impariuts typically offer DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and
their targets demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders,
their ongoing assistance bodies are made of stone, metal or similar materials, and gameplay-wise they count as an advisor to help steer the leader back to both outsiders and constructs.
* ProfessionalKiller: Usually,
a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
transgression that figure toward sustainable policies needs an inevitable's attention is so severe that maintain order.

!!Valharut
only execution will suffice.
* {{Omniglot}}: An inevitable can always speak to any creature that has a language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in 1st Edition. And in the remaster, they were removed and it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' 114



Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.

to:


Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.that arbitrate duels and formalized combat and enforce their outcomes.



* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 12

to:

* DoubleWeapon: Valharuts fight with an exotic weapon EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that consists of two hooked blades projecting from opposite ends of cover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or
a shaft.

!!Kolyarut
dirty trick on them.)

!!Kastamut
->'''Level:''' 12 6




Inevitables that enforce oaths and binding agreements.



* IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
->'''Level:''' 14

to:

* IGaveMyWord: Kolyaruts enforce GoodOldWays: Kastamuts represent the powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the course of a culture's traditions, and work to prevent the destruction of established belief systems, rites and social customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that
this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what appearance reflects the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.

!!Yarahkut
level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' 149



Inevitables that stifle magical and scientific developments in cultures not yet ready for them.

to:


Inevitables that stifle magical chase down criminals fleeing punishments and scientific developments in cultures not yet ready for them.lawbreakers whom mortal laws cannot touch.



* SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 15
->'''Size:''' Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.

to:

* SchizoTech: {{Defied|Trope}}. Tasked BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can use to trip and knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle
with preventing magic electricity, and technology from falling can send painful shocks into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
their targets.

!!Impariut
->'''Level:''' 15
10
->'''Size:''' Large

Medium
Inevitables that protect the sanctity of life safeguard responsible governance and death by hunting down those who would extend their lifespans through unnatural means.punish and dethrone corrupt and unlawful rulers.



* BareFistedMonk: They don't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike with the power of lightning or thunder.

!!Hykariut
->'''Level:''' 18
->'''Size:''' Large

to:

* BareFistedMonk: They don't make use of actual weapons, instead fighting with TheGoodChancellor: Impariuts typically offer their bare fists.
* ShockAndAwe: A marut's fists strike with
targets their ongoing assistance as an advisor to help steer the power of lightning or thunder.

!!Hykariut
leader back to a proper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.

!!Valharut
->'''Level:''' 18
11
->'''Size:''' LargeMedium
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.



* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 19
->'''Size:''' Gargantuan

to:

* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as DoubleWeapon: Valharuts fight with an object lesson in civic obedience for onlookers.

!!Rokyamut
exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.

!!Kolyarut
->'''Level:''' 19
12
->'''Size:''' GargantuanMedium

Inevitables that enforce oaths and binding agreements.



* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.

to:

* ImprobableWeaponUser: Rokyamuts IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts
can conjure mathematical symbols into their hands disguise themselves to use as weapons, which can slice move through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
humanoid land without being detected.

!!Yarahkut
->'''Level:''' 20
14
->'''Size:''' Huge

Large
Inevitables that protect the sanctity stifle magical and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.scientific developments in cultures not yet ready for them.



* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
falling into the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes
wrong hands, yarahkuts ensure that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
advanced technologies and magic aren't introduced to regions where they could have a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
15
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Large

Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

* AnimalMecha: As BareFistedMonk: They don't make use of actual weapons, instead fighting with their name indicates, iron cobras are constructs made in the shape of a snake.
bare fists.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it ShockAndAwe: A marut's fists strike with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
the power of lightning or thunder.

!!Hykariut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
18
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
Large


Added DiffLines:

* MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a revolutionary leader as an object lesson in civic obedience for onlookers.

!!Rokyamut
->'''Level:''' 19
->'''Size:''' Gargantuan
----
* ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.
----
* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.
----
* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
----

Added: 26418

Changed: 29697

Removed: 19055

Is there an issue? Send a MessageReason:
None


** [[Characters/PathfinderEthereal Ethereal]
*** Xill -> Zecui



[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
[[folder:Inevitables]]
->'''Alignment:''' TrueNeutral
->'''Size:''' Small

Metal serpents made
LawfulNeutral

Living machines created by the axiomites
to serve wage war against proteans and the forces of chaos.

As of the Remaster, inevitables have been removed from the Age of Lost Omens setting,
as assassins with an interchangeable poison reservoir.they were originally created by Wizards of the Coast, though most of the individual inevitable types below were Paizo creations.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.

to:

* AnimalMecha: As DemotedToExtra: In 1st Edition, inevitables were the main LawfulNeutral outsider race. In 2nd Edition, they were relegated into a secondary role as a subgroup of aeons, who were changed into LawfulNeutral and replaced inevitables as the main outsider race corresponding to this alignment, as part of Paizo's effort to distance the game from ''TabletopGame/DungeonsAndDragons'' (inevitables were wholly made up by Creator/WizardsOfTheCoast and have no basis in real world mythology). And as of the Remaster, they've been [{ChuckCunninghamSyndrome removed from the setting entirely]].
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and
their name indicates, iron cobras are constructs made demigods, the primordial inevitables, cannot be replaced at all and have shrunk dramatically in number over the ages. Some scholars take this decline as a sign that entropy itself is on the rise in the shape Great Beyond.
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made
of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
* ProfessionalKiller: Usually,
a snake.
transgression that needs an inevitable's attention is so severe that only execution will suffice.
* PoisonousPerson: {{Omniglot}}: An iron cobra inevitable can always speak to any creature that has a poison reservoir language.
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed
in its body 1st Edition. And in the remaster, they were removed and can inject it with its bite.
[[/folder]]

[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
it's the axiomites who were rogue aeons all along.

!!Novenarut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
4
->'''Size:''' Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic
Medium

Inevitables that arbitrate duels
and all of its pitfalls.formalized combat and enforce their outcomes.



* AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.

to:

* AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is EverythingsBetterWithSamurai: Novenaruts resemble samurai in armour fashioned of plates of jade and steel that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
cover whirring metallic gears, and serve to officiate duels and structured combat.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as HonorBeforeReason: They personify this trope, and even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they
have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose
the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship
smite dishonorable opponents (e.g anyone who uses sneak attack or love.
* WorthlessYellowRocks: Gold means little to liches except as
a tool. They think nothing of carrying items worth many thousands of gold dirty trick on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
them.)

!!Kastamut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
6
->'''Size:''' Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.
Medium



* AchillesHeel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbing to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.

!!Familial Lich
->'''Level:''' Same as base creature + 0
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Liches that bind themselves to their bloodline rather than a soul cage.

to:

* AchillesHeel: Not only do they not gain GoodOldWays: Kastamuts represent the usual undead immunity to mind-altering effects, they actually lose any such immunities if powerfully conservative forces of tradition and custom. They oppose sudden, radical changes in the base creature had them.
* ArtifactOfDoom: Reading
course of a physic lich's memoir hastens their regeneration culture's traditions, and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before work to prevent the astral echo is.
destruction of established belief systems, rites and social customs.
* ItsAllAboutMe: Psychic liches OurDwarvesAreAllTheSame: Kastamuts are entirely obsessed with themselves, succumbing to egomania short and self-obsession stocky, giving the appearance of a dwarf. Some scholars speculate that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying
this echo destroys them, which requires using appearance reflects the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.

!!Familial Lich
level of importance tradition has within dwarven society.

!!Zelekhut
->'''Level:''' Same as base creature + 0
->'''Alignment:''' Any Evil
9
->'''Size:''' Same as base creature

Liches
Large

Inevitables
that bind themselves to their bloodline rather than a soul cage.chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.



* AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of DemonicPossession, eject the relative's soul and transform them body and mind into the lich.
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.

!!Forsaken Lich
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a soul cage.

to:

* AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
BladeBelowTheShoulder: A zelekhut's arms end in barbed chains.
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than
ChainPain: Their primary weapons are the barbed chains that grow a new body, familial liches become disembodies spirits that seek out from their nearest direct relative, wrists, which they can be descendants, lineal ancestors, or siblings. They then possess such an individual, use to trip and after knock down foes.
* OurCentaursAreDifferent: A zelekhut looks like
a period of DemonicPossession, eject the relative's soul winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity,
and transform them body and mind can send painful shocks into the lich.
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.

!!Forsaken Lich
their targets.

!!Impariut
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Any Evil
10
->'''Size:''' Same as base creature

Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a soul cage.
Medium
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.



* AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich is filled with an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
->'''Level:''' Same as base creature + 1
->'''Alignment:''' Any Evil
->'''Size:''' Same as base creature

Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.

to:

* AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich is filled with TheGoodChancellor: Impariuts typically offer their targets their ongoing assistance as an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails
advisor to penetrate help steer the forsaken lich's spell resistance is turned leader back on the caster.
to a proper path.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing InternalReformist: Each impariut serves to reform a powerful beam of energy leader, guiding that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm of energy
figure toward sustainable policies that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
maintain order.

!!Valharut
->'''Level:''' Same as base creature + 1
->'''Alignment:''' Any Evil
11
->'''Size:''' Same Medium
Inevitables that, rather than punishing a specific form of transgression, serve
as base creature

Beings who do not follow
Law's soldiers in the path direct struggle against the forces of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.Chaos.



* TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to use it more.
* SoulJar: They have a soul cage, though it becomes their soul cage due to their connection to it rather than them setting out to create one. This means they don't really get to pick their soul cage, and as such are more limited in their methods for protecting it.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
->'''Level:''' 14 (16 if awakened)
->'''Alignment:''' Evil
->'''Size:''' Tiny

Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments of their mind and magical power.

to:

* TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given DoubleWeapon: Valharuts fight with an exotic weapon that creatures can become consists of two hooked blades projecting from opposite ends of a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to use it more.
* SoulJar: They have a soul cage, though it becomes their soul cage due to their connection to it rather than them setting out to create one. This means they don't really get to pick their soul cage, and as such are more limited in their methods for protecting it.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
shaft.

!!Kolyarut
->'''Level:''' 14 (16 if awakened)
->'''Alignment:''' Evil
12
->'''Size:''' Tiny

Liches
Medium

Inevitables
that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments of their mind enforce oaths and magical power.binding agreements.



* AndIMustScream: Demiliches are liches that, through [[TimeAbyss uncountable centuries]] of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body to wander other planes and realities, leaving their body to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.
[[/folder]]

[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

* AndIMustScream: Demiliches IGaveMyWord: Kolyaruts enforce this trope by ensuring that oaths are liches that, kept and oathbreakers punished, caring little for what the actual assignments are.
* MasterOfDisguise: Kolyaruts can disguise themselves to move
through [[TimeAbyss uncountable centuries]] of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body to wander other planes and realities, leaving their body to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to
humanoid land without being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.
[[/folder]]

[[folder:Lurking Ray]]
-> '''Type:''' Aberration
detected.

!!Yarahkut
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
14
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures
Large
Inevitables that stifle magical and scientific developments
in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.cultures not yet ready for them.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
[[/folder]]

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

* MoreDeadlyThanTheMale: The females of this species SchizoTech: {{Defied|Trope}}. Tasked with preventing magic and technology from falling into the wrong hands, yarahkuts ensure that advanced technologies and magic aren't introduced to regions where they could have one more CR than the males.
[[/folder]]

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.
a disruptive impact.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.

!!Marut
[[quoteright:280:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
org/pmwiki/pub/images/pathfinder_marut.png]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
15
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take
Large

Inevitables that protect
the form sanctity of any number of inanimate objects to lure the careless into life and death by hunting down those who would extend their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.lifespans through unnatural means.



* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
[[/folder]]

[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 8 (normal), 12 (demonic)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Powerful and dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.

to:

* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality:
BareFistedMonk: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave
don't make use of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated
actual weapons, instead fighting with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
bare fists.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact ShockAndAwe: A marut's fists strike with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence power of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms
lightning or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
[[/folder]]

[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
thunder.

!!Hykariut
->'''Level:''' 8 (normal), 12 (demonic)
->'''Alignment:''' ChaoticEvil
18
->'''Size:''' Medium

Powerful and dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.
Large



* CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.

to:

* CallingCard: If they had MakeAnExampleOfThem: A hykariut has no compunctions against publicly pulverising a preferred method of killing revolutionary leader as an object lesson in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed
civic obedience for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were these in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold damage in melee.
** Fleshwalker mohrgs are created from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are a particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.
[[/folder]]

[[folder:Necrophidius]]
->'''Type:''' Construct
onlookers.

!!Rokyamut
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
19
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
Gargantuan



* AnimalMecha: These constructs are made in the shape of a skeletal snake.

to:

* AnimalMecha: These constructs are ImprobableWeaponUser: Rokyamuts can conjure mathematical symbols into their hands to use as weapons, which can slice through unliving matter.
* MultiArmedAndDangerous: Four powerful arms protrude from a rokyamut's torso.
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to fail if they begin or end within 300 feet of a rokyamut.

!!Lhaksarut
->'''Level:''' 20
->'''Size:''' Huge

Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.
----
* ElementalPowers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
* GiantFlyer: A lhaksarut is capable of flying with its gigantic wings.
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it
made in on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
the shape of a skeletal snake.others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.



[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.

to:

[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 15 (normal), 20 (overlord)
2
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Gargantuan

Creatures of immense power who view themselves
Small

Metal serpents made to serve
as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.assassins with an interchangeable poison reservoir.



* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.

to:

* CannibalismSuperpower: Neothelids who consume a large number of AnimalMecha: As their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids
name indicates, iron cobras are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured
constructs made in the tens shape of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is snake.
* PoisonousPerson: An iron cobra has
a significant problem for them, as they have effectively no ability to absorb losses poison reservoir in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of
its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths,
body and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
inject it with its bite.



[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.

to:

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Level:''' 5
Same as base creature + 2
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Animate masses
Same as base creature

The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]]
of protoplasm hued a sickly combination pretty much everything, Liches are the ultimate examples of yellow, orange, Arcane Magic and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.all of its pitfalls.



* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.

to:

* DamageDiscrimination: An ochre jelly's acid AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches who were once their enemies. After all, who knows you better than someone who's tried to kill you for a hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state of their body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting powerful spells) than trying to poke people.
* ProperlyParanoid: One of the neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a cycle of madness and obsessive paranoia before they calm themselves and return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the world at large.
* SlowlySlippingIntoEvil: As they accomplish their goals
only dissolves flesh to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, their goals become grander and practically less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They are functionally immortal and think
nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to value mortals as individual beings -- when entire generations of a family can be born and die over the duration of what a lich considers a brief personal retreat, it can be difficult to remain invested in the lives of individuals.
* {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except as a tool. They think nothing of carrying items worth many thousands of gold on their person, using their vast fortunes to manipulate the petty wealth-obsessed mortals rather than for the sake of having money.

!!Psychic Lich
->'''Level:''' 4
Same as base creature + 2
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Creatures that revel
Same as base creature

Rather than live
in seclusion, psychic liches embrace their role as scavenger and garbage disposal.personal accomplishments to create a powerful astral echo of themselves.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

* ArchEnemy: Ofalths' domains typically overlap AchillesHeel: Not only do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed
with those themselves, succumbing to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement
of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past
to particularly enjoy taking otyughs apart one piece project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Retriever]]
->'''Type:''' Construct
location central to their past.

!!Familial Lich
->'''Level:''' 11
Same as base creature + 0
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Huge

Abyssal constructs built
Same as base creature

Liches that bind themselves
to hunt down those who betray their demonic masters.bloodline rather than a soul cage.



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

* AnimalMecha: The retriever is AntiMagic: They have weaker damage reduction than normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have
a large, spider-like construct built by demon lords.
paralyzing touch.
* EyeBeams: The retriever's eyes ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can fire four kinds be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from
DemonicPossession, eject the protoplasmic flesh of relative's soul and transform them body and mind into the Outer Rifts.
lich.
* GiantSpider: The retriever isn't SupernaturalFearInducer: Just like normal liches, they have a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
fear aura.

!!Forsaken Lich
->'''Level:''' 10
Same as base creature + 2
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the
Same as base creature

Not all
creatures they're eating.who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their soul trapped outside the body it was severed from but unable to bind to a soul cage.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

* FauxAffablyEvil: Ropers are particularly interested in AmazingTechnicolorBattlefield: The area 100 feet around a forsaken lich is filled with an ever-shifting illusionary landscape of its darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails to penetrate
the philosophy forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam
of life energy that does untyped damage and death paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around
and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the finer points of evil religions, forsaken lich as it obscures it actual location and can talk or argue for hours with prey, act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible
but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but
temporary fate. The arcane storm of energy that animates it wears down both body and soul within a few days, reducing the most sharp-eyed underground explorers, a roper appears body to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
dust and obliterating the soul.

!!Lich Creature
->'''Level:''' 3 (normal), 6 (rust lord)
Same as base creature + 1
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared
Same as base creature

Beings who do
not follow the path of lichdom but manage to bind themselves strongly enough to an item for what they do it to people, but what they do function as a soul cage. This template can be applied to treasure and equipment.any living creature, changing its type to undead.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful
TheParalyzer: Lich creatures and can't do have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and as such don't necessarily have the same high proficiency in magic that a true lich does, they tend to use it more.
* SoulJar: They have
a player on soul cage, though it becomes their own; soul cage due to their main danger comes from connection to it rather than them setting out to create one. This means they don't really get to pick their ability to quickly turn soul cage, and as such are more limited in their methods for protecting it.
* SupernaturalFearInducer: They have
a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Shadow]]
[[quoteright:274:https://static.
fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:'''
org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:'''
Undead
->'''Level:''' 3 (normal), 8 (greater)
14 (16 if awakened)
->'''Alignment:''' ChaoticEvil
Evil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain
Tiny

Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with
the life out of anyone they encounter to create more remaining fragments of their kind.mind and magical power.



* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.

to:

* BossInMookClothing: Greater shadows AndIMustScream: Demiliches are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability
liches that, through [[TimeAbyss uncountable centuries]] of madness and isolation, have been reduced to possess a body.
little more than ravenous, mindless beasts.
* DemonicSpiders: Between their {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body
to mundane wander other planes and realities, leaving their body to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all
attacks, resistance to magical attacks, saves, and dangerous strength-draining touch (where skill checks.
* DemBones: Nothing more than
a few unlucky rolls can quickly make it hard to fight back floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains
or even run away), treasure are disturbed. Given how incredibly deadly they can be very hard for low-level parties that can't TurnUndead if roused, only an idiot would try to deal with.
wake one up.
* EvilIsPetty: Shadows DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows
wake up from; advanced demiliches are the few who have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to regained their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence
minds, combining their [[AlmightyIdiot raw power]] with most of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low
[[GeniusBruiser old intelligence and ability ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the area of a ''hallow'' spell, after which it must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* LastChanceToQuit: When roused from its torpor, a demilich rises up
to generate spawn makes use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap
them in one of their gems, with the now-soulless body crumbling to dust in a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
single round. Souls trapped in this way can't be restored to death unless the demilich is destroyed and the gem holding it crushed.



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4

to:

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 42 (executioner's hood), 7 (lurker above), 8 (trapper)



->'''Size:''' Small

to:

->'''Size:''' SmallTiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with MoreDeadlyThanTheMale: The females of this species have one more CR than the anesthetising slime it secretes. males.



[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18

to:

[[folder:Thessalhydra]]
->'''Type:'''
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:'''
Aberration
->'''Level:''' 184 (normal), 8 (failed apotheosis)



->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

->'''Size:''' Gargantuan

Legendary beasts renowned for
Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into
their speed waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and savagery.become an independent menace.



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can spit highly corrosive acid.
one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely
around the hulking frame of a central maw.
distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* OurHydrasAreDifferent: BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon:
While not true hydras in-game, thessalhydras resemble most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this
monstrous self-revelation is the only memory a mimic cannot wipe away, and warped versions madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage
of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.



[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

[[folder:Thought Eater]]
->'''Type:''' Aberration
[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 2
8 (normal), 12 (demonic)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Tiny

Tiny predators
Medium

Powerful and dangerous undead that rise
from the Ethereal Plane that feed on thoughts.corpses of those who killed many people while alive, such as mass murderers or berserkers.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling
their name would indicate, torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were
these creatures feed on thoughts. A living corporeal creature that takes in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold
damage in melee.
** Fleshwalker mohrgs are created
from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are
a thought eater's bite loses some particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its thoughts.fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.



[[folder:Vampiric Mist]]
-> '''Type:''' Aberration

to:

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
[[folder:Necrophidius]]
->'''Type:''' Construct



->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Large

Stealthy but simple minded constructs capable
of their time seeking prey.disabling opponents with paralysis or hypnotism.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists feed on blood, and AnimalMecha: These constructs are often mistaken for vampires made in gaseous form.the shape of a skeletal snake.



[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.

to:

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:'''
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:'''
Aberration
->'''Level:''' 8
15 (normal), 20 (overlord)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium

Stealthy predators that puppeteer corpses
Gargantuan

Creatures of immense power who view themselves
as bait favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for future prey.Golarion's depths and surface alike.



* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.

to:

* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not''
to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be little more than a tree stump sitting legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear powerful race of giant worms that live underground and are connected to the small animal is Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl,
in fact long dead, before -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in
the 'tree stump' drags tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the would-be hunter into death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of
its maw.own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.

to:

[[folder:Worm That Walks]]
[[quoteright:300:https://static.
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' Same as base creature + 2
5
->'''Alignment:''' Evil
TrueNeutral
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting
Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down
the swarms of vermin that fed upon their corpses.flesh and clean the bones.



* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...

to:

* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are DamageDiscrimination: An ochre jelly's acid only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners dissolves flesh and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
practically nothing else.



[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental

to:

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4



->'''Level:''' 6
->'''Size:''' Medium

to:

->'''Level:''' 6
->'''Size:''' MediumLarge

Creatures that revel in their role as scavenger and garbage disposal.


Added DiffLines:

* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.
----
* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
----
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.
----
* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
[[/folder]]

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.
[[/folder]]

[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.
----
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
[[/folder]]

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
----
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
[[/folder]]

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Alignment:''' TrueNeutral
->'''Level:''' 6
->'''Size:''' Medium
----

Added: 1035

Changed: 140

Is there an issue? Send a MessageReason:
None



* [[Characters/PathfinderUndead Undead]]
** Nightshades -> Darvakka

to:

\n* ** [[Characters/PathfinderElementals Elementals]]
*** Invisible Stalker -> Phade
*** Mephits -> Elemental Scamps
** [[Characters/PathfinderSpirits Spirits]]
*** Rakshasa
**
[[Characters/PathfinderUndead Undead]]
** *** Nightshades -> Darvakka


Added DiffLines:

[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Violently xenophobic and nomadic creatures with a particular hatred for jaathooms.

Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
----
* AbsoluteXenophobe: Xenophobic in the extreme, phades see most non-elemental creatures as threats, and stalk and kill any such intruders in their territory.
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.
[[/folder]]


Added DiffLines:

[[/folder]]

[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Alignment:''' TrueNeutral
->'''Level:''' 6
->'''Size:''' Medium
----
* EatDirtCheap: They eat almost exclusively minerals.

Added: 32109

Changed: 29523

Removed: 10905

Is there an issue? Send a MessageReason:
None



* [[Characters/PathfinderUndead Undead]]
** Nightshades -> Darvakka



[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

These oozes are the scavengers of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.

to:

[[folder:Black Pudding]]
[[quoteright:385:https://static.
[[folder:Allip]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
org/pmwiki/pub/images/allip_pathfinder.jpg]]
->'''Type:''' Ooze
Undead
->'''Level:''' 7
3
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Huge

These oozes are the scavengers
Medium

Undead created by those who kill themselves out
of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.madness.



* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and brown ones in swamps.

to:

* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
DemBones: They look like ghostly skeletons wrapped in shadows.
* UndergroundMonkey: Variants of black pudding can be found across DrivenToSuicide: What creates them, specifically when the world: white ones in cause is insanity or other madness.
* MindControlMusic: They constantly babble and
the arctic, tan ones sound is hypnotic to others, putting them in deserts a trance and brown ones in swamps.allowing the allip to approach before attacking.
* MindRape: Attempting to make contact with their minds, whether to control, communicate, or just to read their thoughts, causes Wisdom drain as their tortured minds fray the sanity of others. Their attacks do much the same thing, though with additional Wisdom damage on a critical hit.
* OurGhostsAreDifferent: Rather than being spectral copies of the deceased, they're warped specters whose insanity has overwhelmed their minds and altered their bodies.
* TalkativeLoon: Allips constantly babble incoherently.



[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
[[folder:Berbalang]]
->'''Type:''' Aberration
Undead
->'''Level:''' 26



->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.

to:

->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.
Medium

Cunning but ultimately cowardly undead.



* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.

to:

* CreepilyLongArms: AstralProjection: A choker's arms are abnormally rubbery berbalang can enter a trance that separates its spirit from its body. When separated in this way, the physical body is unconscious and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
helpless. If the body is slain, the spirit body immediately dies as well.



[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.

to:

[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.
[[folder:Black Pudding]]
[[quoteright:385:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_chuul.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Aberration
Ooze
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
7
->'''Alignment:''' ChaoticEvil
TrueNeutral
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators who lurk in shallows and swamps and take a disturbing degree
Huge

These oozes are the scavengers
of pleasure out of tormenting the underworld, scouring caves for objects to dissolve with their victims.corrosive secretions easily dissolving both organic material and metal.



* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.

to:

* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer
UndergroundMonkey: Variants of black pudding can be found across the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean world: white ones usually go after hryngar or morlocks.in the arctic, tan ones in deserts and brown ones in swamps.



[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.

to:

[[folder:Cloaker (Fulthrethu)]]
[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:''' Aberration
Undead
->'''Level:''' 5
8
->'''Alignment:''' ChaoticNeutral
ChaoticEvil
->'''Size:''' Large

Originally created
Medium

Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals
as spies for the alghollthu, cloakers are paranoid to the extreme.bodaks.



* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.

to:

* BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo a series of seizures. Oh, and this whole process lasts 24 hours.
* BrownNote: Cloakers have What created a bodak. They witnessed something so indescribably evil it destroyed them body and soul.
* DumbMuscle: Much stronger than they are smart. This trait makes them desirable minions for liches and demons, who often employ them as guards and assassins.
* EyeBeams: A particularly lethal version called a Death Gaze.
* EyeScream: If they kill a victim but are unable to convert them into a bodak they'll gouge out
the ability eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage
to emit an infrasonic moan which unnerves anything their muscles, leaving them with a slow, plodding gait. While this means one can just walk away from a bodak if they get enough advanced warning, this doesn't make them any less lethal if they get close.
* HorrorHunger: They yearn to show others the signs they've seen through their death gaze because that's the only way they can get even a modicum of relief from their torment.
* HumanoidAbomination: The barely-recogniseable result of a person being transformed by witnessing ThingsManWasNotMeantToKnow.
* MindRape: The event
that hears it.created the bodak constantly replays in their mind and those who are hit by its death gaze see snippets of it, though they don't see the whole event unless the attack kills them.
* MonsterProgenitor: That pure, unrestrained evil that creates bodaks? Their death gaze is one such example, allowing them to convert others into bodaks.
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to things that aren't technicaly alive like outsiders.
* WeakenedByTheLight: Sunlight scorches their skin and damages them every round they're exposed to it.
* WolverineClaws: When their gaze isn't enough, they make do with the claws that tip their fingers.



[[folder:Destrachan]]

to:

[[folder:Destrachan]][[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]



->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.

to:

->'''Level:''' 8
2
->'''Alignment:''' NeutralEvil
ChaoticEvil
->'''Size:''' Large

Sadistic monsters with a potent sonic attack.
Small

Subterranean predators who hunt the weak or isolated.



* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].

to:

* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills CreepilyLongArms: A choker's arms are abnormally rubbery and one of the higher ranges for blindsight found in the game.
long.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy
PrimalStance: Chokers walk in a cone, an area-affecting BrownNote, or as hunched stance due to a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].combination of extra long arms and limber legs.



[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves
Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators
who chose not to flee the planet before Earthfall. They were forced underground lurk in shallows and eventually were corrupted by the forces of the Darklands swamps and take a disturbing degree of pleasure out of tormenting their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.
victims.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow EatenAlive: A chuul's paralyzed victims are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures
as large as or larger than a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in human.
* TheParalyzer: They inject paralytic venom through
their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
and escape. Most non-evil drow are found out emotional suffering, eating them alive and either killed or turned into driders long taking time before then.[[invoked]]
* BodyHorror: Their fleshwarping does this
each kill to anyone unlucky enough to be caught by insult and torment their victims and talk at some length about how they will enjoy devouring them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When
ToServeMan: Chuuls prefer the game transitioned from the OGL flesh of intelligent creatures; surface-dwelling chuul prefer to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License
hunt lizardfolk, while subterranean ones usually go after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.hryngar or morlocks.



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 35
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
----
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
[[/folder]]

[[folder:Destrachan]]
->'''Type:''' Aberration
->'''Level:''' 8



->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Size:''' Medium

Web lurkers are ugly
Large

Sadistic
monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
with a potent sonic attack.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps have supernatural control over BizarreAlienSenses: Destrachans sense the spiders they lair with, which they keep as both pets world via echolocation, represented by extremely high perception skills and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out
one of the shadow of higher ranges for blindsight found in the game's progenitor.game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Aberration
Undead
->'''Level:''' 1
11
->'''Alignment:''' LawfulGood
NeutralEvil
->'''Size:''' Small

Noble and kind messengers from
Large

Beings who venture beyond
the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat farthest reaches of the [[EldritchAbomination Dominion of the Black]] multiverse and are prepared to fight it.become lost, returning as monsters warped in body and mind with an undying hunger.



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches
HumanoidAbomination: A lot of space -- something that in ''Pathfinder'' breeds little undead count to one degree or another, but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but Devourers may have the best for regular, planet-bound people.claim, being warped, soul-stealing remnants from beyond the edges of time and space.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest and can't be brought back until the devourer is destroyed or forced to release it.



[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Apex predators of the swamps, capable of hunting dinosaurs or even dragons.

to:

[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

Apex predators
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants
of the swamps, capable elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of hunting dinosaurs or even dragons.the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.



* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.

to:

* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like
AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual frogs, character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a froghemoth has whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long sticky tongue which it uses enough to grab reach adulthood and reel escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women
in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it
their group do the speaking when dealing with them in order to perceive invisible or ethereal creatures.be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze

to:

[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' OozeAberration



->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.

to:

->'''Alignment:''' TrueNeutral
NeutralEvil
->'''Size:''' Large

Strange, cubical oozes
Medium

Web lurkers are ugly monsters
that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard only dwell within the homes lairs of spiders and workshops of their creators swarms, but actively cultivate and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].



* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each with unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps more power than foresight.

to:

* TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which unlike the regular kind can digest metal, they keep as both pets and the sapient guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider"
and spell-slinging sorcerer oozes.
"a spiteful or cantankerous person".
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
SpiderPeople: Spider-like humanoids with unique characteristics, abilities arthropod eyes, mandibles and weaknesses making for different challenges magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'',
and encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and
thus by ''Pathfinder'' after it split off as its own thing. With the ability switch to cast spells, and typically originate as botched attempts at immortality on 2e, Paizo renamed it "web lurker" to help step out of the part shadow of wizards with perhaps more power than foresight.the game's progenitor.



[[folder:Gibbering Mouther]]

to:

[[folder:Gibbering Mouther]][[folder:Flumph]]



->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Level:''' 5
1
->'''Alignment:''' TrueNeutral
LawfulGood
->'''Size:''' Medium

Screaming masses
Small

Noble and kind messengers from the depths
of misshapen flesh who drive others mad with their cries.space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
TheCassandra: Their peculiar appearance and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains
origins make their quest considerably more every time it devours a hapless victim.
difficult.
* TooManyMouths: Countless mouths constantly form CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and disappear all over a gibbering mouther's body.are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.



[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)

to:

[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
[[folder:Froghemoth]]
-> '''Type:''' Ooze
Aberration
->'''Level:''' 4 (gray and crystal ooze)13



->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.

to:

->'''Size:''' Medium

Some sages theorize that gray oozes are not living organisms, but rather
Huge

Apex predators of
the alchemical result swamps, capable of an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.hunting dinosaurs or even dragons.



* NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.

to:

* NobodyHereButUsStatues: A gray ooze, due to CombatTentacles: It attacks mainly by lashing foes with its transparency, can make tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which
it dangerously easy uses to mistake one for a harmless-looking pile of mud.
grab and reel in distant prey.
* TheParalyzer: SeeTheInvisible: A crystal ooze secretes a paralysing slime.froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.



[[folder:Grick]]
-> '''Type:''' Aberration

to:

[[folder:Grick]]
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' AberrationOoze



->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.

to:

->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
Large

Strange, cubical oozes that seem to treat dungeons as their natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles TheAgeless: Gelatinous cubes can live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal,
and hooked jaws.
the sapient and spell-slinging sorcerer oozes.
* MadeOfIron: They're a CR 3 monster TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains of gelatinous cubes exist, each
with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls unique characteristics, abilities and weaknesses making for different challenges and encounters:
** Ebony cubes are crossed
with high damage weapons can get through it if you don't have any magic black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality
on you.the part of wizards with perhaps more power than foresight.



[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2

to:

[[folder:Iron Cobra]]
[[folder:Gibbering Mouther]]
-> '''Type:''' Construct
Aberration
->'''Level:''' 25



->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

->'''Size:''' Small

Metal serpents made to serve as assassins
Medium

Screaming masses of misshapen flesh who drive others mad
with an interchangeable poison reservoir.their cries.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.

to:

* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and
AcidAttack: A gibbering mouther can inject it emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded
with its bite.toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.



[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)

to:

[[folder:Lurking Ray]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Aberration
Ooze
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)4 (gray and crystal ooze)



->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species
Medium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result
of aberration with multiple distinct stages to its life cycle.an unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.

to:

* MoreDeadlyThanTheMale: The females of this species have NobodyHereButUsStatues: A gray ooze, due to its transparency, can make it dangerously easy to mistake one more CR than the males.for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
[[folder:Grick]]



->'''Level:''' 4 (normal), 8 (failed apotheosis)

to:

->'''Level:''' 4 (normal), 8 (failed apotheosis)3



->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Medium

Burrowing worm-like creatures with high durability against mundane weapons.



* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.

to:

* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be CombatTentacles: Th grick's mouth is a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light
sickening tangle of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale
tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
hooked jaws.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally.
MadeOfIron: They're right. Mimics, or multispothols as they were originally called, were created a CR 3 monster with DR 10 that can only be beaten by the alghollthu as magic. That's high enough at that level that only supremely lucky rolls with high damage weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they
can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics
get through it if you don't have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting
any magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide
on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
you.



[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 3

to:

[[folder:Necrophidius]]
->'''Type:'''
[[folder:Iron Cobra]]
-> '''Type:'''
Construct
->'''Level:''' 32



->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.

to:

->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents
Small

Metal serpents made to serve as assassins
with paralysis or hypnotism.an interchangeable poison reservoir.



* AnimalMecha: These constructs are made in the shape of a skeletal snake.

to:

* AnimalMecha: These As their name indicates, iron cobras are constructs are made in the shape of a skeletal snake.snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.



[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:''' 15 (normal), 20 (overlord)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.

to:

[[folder:Neothelid]]
[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.org/pmwiki/pub/images/nhur_athemon.png]]
->'''Type:''' Aberration
-> '''Type:''' Undead
->'''Level:''' 15 (normal), 20 (overlord)
Same as base creature + 2
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Gargantuan

Creatures of immense power who view themselves
Same as favored by unknowable entities from beyond the Outer Sphere. base creature

The neothelids [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the spawn ultimate examples of the Outer God Shub-Niggurath, Arcane Magic and one all of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.its pitfalls.



* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/folder]]

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.

to:

* CannibalismSuperpower: Neothelids AlwaysChaoticEvil: A justified example, as the ritual to become a lich is said to be unspeakably evil, and, while they don't go into detail, the implication is that performing it counts as an in-universe MoralEventHorizon. That said, a lich ''could'' presumably make a HeelFaceTurn ''after'' becoming a lich.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even the Great Beyond becomes mundane and small to them, sending them on a journey to find something more.
* BigBad: As they have a minimum CR of 13 and work more as masterminds than brute fighters, they tend to play this role. The various rulebooks explicitly talk about how they work best as campaign villains and behind-the-scenes masterminds and function poorly as wandering monsters.
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the patience of an immortal tends to result in dozens of layered plans and contingences.
* EnemyMine: The most common allies of older liches are other liches
who consume were once their enemies. After all, who knows you better than someone who's tried to kill you for a large number hundred years?
* EvilGenius: Becoming a lich is not an easy task, requiring both a cunning intellect and deep knowledge of oneself. Not to mention, becoming a lich grants a permenant buff to all mental ability scores.
* EvilSorcerer: The lich template requires an 11+ level caster level and makes people evil, so if you weren't one of these before you tried to become a lich for some reason it'll take care of that.
* HiveMind: A horde lich looks like a skeleton packed with too many bones. In combat, they peel off, expand and reassemble into another nimble skeletal form. Regardless of the number, the single lich mind controls them all, and if any of them survive an encounter, they can rebuild the whole given enough time and raw materials.
* HumanNotepad: Runecarved liches use their rotting forms to hold magical secrets, hiding precious tomes in their ribcage, inscribing formulae on their withered flesh, even replacing some bones with powerful magical items.
* IControlMyMinionsThrough: Mind control usually, as their paranoia simply won't allow them to give their minions the freedom needed to potentially turn against them. The tend to prefer [[MechaMooks constructs]] and [[NightOfTheLivingMooks undead]] as minions because of this.
* IntriguedByHumanity: Some choose to wander rather than bunker down, exploring the world to see the delights it holds. Given their lifespan, they can wander all over the world and return where they started to find it changed and start the journey again.
* LeanAndMean: Liches don't decay, but because they no longer eat they begin to desiccate to the point where movement snaps tendons and tears skin.
* ManBehindTheMan: Older liches will occasionally engage in elaborate proxy wars as their goals conflict, with no one on either side ever realizing who was pulling the strings.
* MeaningfulName: It's an Old English word for "corpse". Simple, but to the point.
* {{Necromancer}}: Not a hard and fast rule, but yeah, most Liches are this.
* NoSell: All liches gain immunity to cold and electricity damage with their transformation.
* OnlyAFleshWound: The magic that animates them functions regardless of the state
of their kin can transform into immensely body, allowing them to walk as easily on broken bones and shredded muscles as with a fully intact body.
* OurLichesAreDifferent: Pretty classic.
* TheParalyzer: One of their less used powers is a paralyzing touch, as the standard lich has better things to do (like casting
powerful neothelid overlords.
* {{Expy}}: ''Not''
spells) than trying to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part poke people.
* ProperlyParanoid: One
of the life neuroses that liches develop over time is a paranoia that mortals seek to destroy them. They aren't exactly wrong, but the actions they end up taking to ensure such an event never comes to pass often creates a SelfFulfillingProphecy.
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their toll on a mind. It starts when the pleasures of heightened clarity and no need for sleep begin to pale, eventually graduating into an inability to remember any of the short lived beings except those who sought to destroy them as centuries of memories pile up. This leads to a
cycle of the mind flayers, who are not OGL madness and obsessive paranoia before they calm themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead return to rationality, a cycle that becomes ever shorter the longer they exist. Eventually liches fall permanently into obsessive hatred of the living or utter apathy.
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known
to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
world at large.
* {{Flight}}: All neothelids can fly -- twice as fast as SlowlySlippingIntoEvil: As they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal
accomplish their goals only to find them small land naïve compared to their new potential, compounded by ther gradual inability to care about living creatures, but their goals become grander and less concerned with mortals life.
* SoulJar: Liches hide their souls within artifacts known as soul cages, and cannot be permanently killed as long as their soul cage is intact.
* SupernaturalFearInducer: They have a fear aura that leaves foes within 60 feet shaken.
* SupervillainLair: Most liches have a liar, though the form can vary wildly. Some are invisible and floating in the clouds, some are subterranean mazes, and some exist only in the minds of sleeping giants.
* TheUsualAdversaries: There has yet to be an Adventure Path without a lich in it at some point.
* TimeAbyss: They
are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow think nothing of setting plans that will take many lifetimes to complete.
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying
them to transcend their own theoretical mortality as well. This is offset by retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from
a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have tendency to eventually lose all interest in the world around them and many become demiliches from pure apathy.
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to
effectively no lose the ability to absorb losses in population value mortals as individual beings -- when entire generations of a family can be born and die over the death duration of even what a single neothelid is lich considers a disaster, and as they simply cannot keep up with brief personal retreat, it can be difficult to remain invested in the rapidly swelling numbers lives of more short-lived species.
individuals.
* MonstrousCannibalism: There is no food {{Workaholic}}: Becoming a lich isn't something that can be idly studied, it requires an obsessive level of study that leaves little time for things like friendship or love.
* WorthlessYellowRocks: Gold means little to liches except
as dear to a neothelid as the flesh tool. They think nothing of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, carrying items worth many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of
thousands of years in gold on their person, using their vast fortunes to manipulate the dark beneath petty wealth-obsessed mortals rather than for the world.
[[/folder]]

[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
sake of having money.

!!Psychic Lich
->'''Level:''' 5
Same as base creature + 2
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Animate masses
Same as base creature

Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo
of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.themselves.



* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.

to:

* DamageDiscrimination: An ochre jelly's acid AchillesHeel: Not only dissolves flesh do they not gain the usual undead immunity to mind-altering effects, they actually lose any such immunities if the base creature had them.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration
and practically nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
may even instantly restore them if they were close enough. It also restore itself if it is destroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbing to egomania and self-obsession that few other creatures can match.
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of an astral lich is accompanies by blurry echoes that display their past actions.
* NoSell: Any mental effect that it passed a save against does nothing, even if the spell would normally do something even on a passed save.
* SoulJar: Astral liches create a personal memoir of their past to project their personal legend into the Astral Plane. Destroying this echo destroys them, which requires using the memoir to plane shift to the astral echo. Unless it is destroyed, the astral lich will simply reform after their death at a location central to their past.

!!Familial Lich
->'''Level:''' 4
Same as base creature + 0
->'''Alignment:''' TrueNeutral
Any Evil
->'''Size:''' Large

Creatures
Same as base creature

Liches
that revel in bind themselves to their role as scavenger and garbage disposal.bloodline rather than a soul cage.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.

to:

* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More
AntiMagic: They have weaker damage reduction than one city keeps otyughs in its sewers as normal liches, but gain spell resistance.
* TheParalyzer: Like normal liches they have
a living waste disposal system.
[[/folder]]

[[folder:Retriever]]
->'''Type:''' Construct
paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their nearest direct relative, which can be descendants, lineal ancestors, or siblings. They then possess such an individual, and after a period of DemonicPossession, eject the relative's soul and transform them body and mind into the lich.
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.

!!Forsaken Lich
->'''Level:''' 11
Same as base creature + 2
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Huge

Abyssal constructs built to hunt down those
Same as base creature

Not all creatures
who betray attempt to become liches are successful. Those who fail sometimes become forsaken liches, with their demonic masters.soul trapped outside the body it was severed from but unable to bind to a soul cage.



* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

* AnimalMecha: AmazingTechnicolorBattlefield: The retriever area 100 feet around a forsaken lich is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each
filled with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of
an elephant-sized spider.
* LightningGun: One
ever-shifting illusionary landscape of its eye rays' darkest dreams, failed ambitions, and enraged insanity.
* AttackReflector: Any spell that fails to penetrate the forsaken lich's spell resistance is turned back on the caster.
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it,
firing modes a powerful beam of energy that does untyped damage and paralyzes those it hits. And when we say "can," we mean "has to or else those energies will deal damage to it."
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be used to heal its physical body.
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around and overlaps with it, effectively acting as a single creature. This ephemeral phantom makes it harder to actually hit the forsaken lich as it obscures it actual location and can act independently to touch other creatures and inflict negative energy damage.
* YourDaysAreNumbered: Becoming a forsaken lich
is a jolt terrible but temporary fate. The arcane storm of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
energy that animates it wears down both body and soul within a few days, reducing the body to dust and obliterating the soul.

!!Lich Creature
->'''Level:''' 10
Same as base creature + 1
->'''Alignment:''' ChaoticEvil
Any Evil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists
Same as base creature

Beings
who will engage in complex debates with do not follow the creatures they're eating.path of lichdom but manage to bind themselves strongly enough to an item for it to function as a soul cage. This template can be applied to any living creature, changing its type to undead.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life TheParalyzer: Lich creatures have a paralyzing touch, just like normal liches. Given that creatures can become a lich creature without as much effort as becoming a true lich, and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow as such intriguing prey to escape alive.
* ThatsNoMoon: To all but
don't necessarily have the most sharp-eyed underground explorers, same high proficiency in magic that a roper appears true lich does, they tend to be nothing use it more.
* SoulJar: They have a soul cage, though it becomes their soul cage due to their connection to it rather than them setting out to create one. This means they don't really get to pick their soul cage, and as such are
more than limited in their methods for protecting it.
* SupernaturalFearInducer: They have
a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.
fear aura that leaves foes within 60 feet shaken, just like true liches.

!!Demilich
[[quoteright:300:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
->'''Level:''' 3 (normal), 6 (rust lord)
14 (16 if awakened)
->'''Alignment:''' TrueNeutral
Evil
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do
Tiny

Liches that fall into inactivity will crumble
to people, but what they do to treasure pieces over time, leaving only a gem-studded skull infused with the remaining fragments of their mind and equipment.magical power.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed AndIMustScream: Demiliches are liches that, through [[TimeAbyss uncountable centuries]] of madness and isolation, have been reduced to little more than ravenous, mindless beasts.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body to wander other planes and realities, leaving their body to crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, which can afflict victims with curses like -12 to an ability score or -8 to all attacks, saves, and skill checks.
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or treasure are disturbed. Given how incredibly deadly they can be if roused, only an idiot would try to wake one up.
* DumbassNoMore: Unfortunately, this is due to being in a dream state, which the demilich can wake up from; advanced demiliches are the few who have regained their minds, combining their [[AlmightyIdiot raw power]] with most of their [[GeniusBruiser old intelligence and ambition]].
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours
on metal, "digesting" its remains while it's in the area of a ''hallow'' spell, after which it by very rapidly corroding it.
must be targeted with ''dispel evil'' or ''holy word''. If this isn't done, the supposedly vanquished demilich simply reforms within a few days.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the banshee'' once, then settles back down. Only if the offenders continue disturbing it does it rise up with the intent to kill.
* MindOverMatter: They can churn up their surroundings into a telekinetic storm that can last indefinitely, or at least until it looses interest.
* OffWithHisHead: Vorpal weapons automatically penetrate all of a demilich's defenses, despite vorpal swords being made to cut off heads and the demilich being nothing but.
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of the banshee'', available three levels before the players get anything of that caliber, deals about 200 damage, and the demilich can use it every round.
* YourSoulIsMine: Demiliches can rip souls directly out of living
creatures and trap them in one of their gems, with the now-soulless body crumbling to dust in a single round. Souls trapped in this way can't do much be restored to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.death unless the demilich is destroyed and the gem holding it crushed.



[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4

to:

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 42 (executioner's hood), 7 (lurker above), 8 (trapper)



->'''Size:''' Small

to:

->'''Size:''' SmallTiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.



* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.

to:

* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with MoreDeadlyThanTheMale: The females of this species have one more CR than the anesthetising slime it secretes. males.



[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18

to:

[[folder:Thessalhydra]]
->'''Type:'''
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:'''
Aberration
->'''Level:''' 184 (normal), 8 (failed apotheosis)



->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

->'''Size:''' Gargantuan

Legendary beasts renowned for
Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into
their speed waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and savagery.become an independent menace.



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can spit highly corrosive acid.
one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely
around the hulking frame of a central maw.
distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* OurHydrasAreDifferent: BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon:
While not true hydras in-game, thessalhydras resemble most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this
monstrous self-revelation is the only memory a mimic cannot wipe away, and warped versions madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage
of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.



[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

[[folder:Thought Eater]]
->'''Type:''' Aberration
[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:''' 2
8 (normal), 12 (demonic)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Tiny

Tiny predators
Medium

Powerful and dangerous undead that rise
from the Ethereal Plane that feed on thoughts.corpses of those who killed many people while alive, such as mass murderers or berserkers.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As CallingCard: If they had a preferred method of killing in life, they will often employ it in undeath.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling
their name would indicate, torsos and extending up and out of their mouths.
* ItCanThink: Despite their desperate need to kill they employ tactics, picking off the most dangerous opponent first and preferring to strike at isolated targets.
* NiceJobBreakingItHero: They arise from a serial killer who is executed for their crimes, meaning a party catching a killer and handing them over to the proper authorities can create a much worse monster than they stopped.
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend to be dead until they have a small army buried in the local graveyard.
* OverlyLongTongue: Their intestines reform and extend up through their mouth to act as a grotesque ten-foot long tongue.
* TheParalyzer: Their tongue paralyzes people, and they take particular satisfaction in the helplessness of their victims.
* SerialKiller: Mohrgs arise from people who were
these creatures feed on thoughts. A living corporeal creature that takes in life, and becoming undead strengthens their urge to kill.
* UndergroundMonkey: Certain specific variants of mohrg, each with its own unique abilities, can arise from the bodies of murderers executed under specific conditions:
** Desert mohrgs arise from the bodies of killers executed through exposure in hot, arid environments, and their victims rise as burning skeletons rather than as zombies.
** Frost mohrgs, by contrast, are created from murderers killed by exposure to cold. They retain most of their flesh -- although black with frostbite -- and deals cold
damage in melee.
** Fleshwalker mohrgs are created
from nonviolent executions that do not mar the body. Their flesh does not rot, meaning it's often impossible to determine their true nature until their tentacular entrails come slithering out of their mouths.
** Mohrg-mothers are
a thought eater's bite loses some particularly horrific variant formed when the executed murderer was a pregnant mother. In this case, the resultant mohrg will have the undead remnants of its thoughts.fetuses or embryos still clinging to its guts, and will possess the ability to turn one victim per day into another mohrg instead of a zombie.



[[folder:Vampiric Mist]]
-> '''Type:''' Aberration

to:

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
[[folder:Necrophidius]]
->'''Type:''' Construct



->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Large

Stealthy but simple minded constructs capable
of their time seeking prey.disabling opponents with paralysis or hypnotism.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists feed on blood, and AnimalMecha: These constructs are often mistaken for vampires made in gaseous form.the shape of a skeletal snake.



[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.

to:

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:'''
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:'''
Aberration
->'''Level:''' 8
15 (normal), 20 (overlord)
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium

Stealthy predators that puppeteer corpses
Gargantuan

Creatures of immense power who view themselves
as bait favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for future prey.Golarion's depths and surface alike.



* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.

to:

* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not''
to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be little more than a tree stump sitting legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear powerful race of giant worms that live underground and are connected to the small animal is Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl,
in fact long dead, before -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in
the 'tree stump' drags tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the would-be hunter into death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of
its maw.own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.

to:

[[folder:Worm That Walks]]
[[quoteright:300:https://static.
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' Same as base creature + 2
5
->'''Alignment:''' Evil
TrueNeutral
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting
Large

Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes to break down
the swarms of vermin that fed upon their corpses.flesh and clean the bones.


Added DiffLines:

* DamageDiscrimination: An ochre jelly's acid only dissolves flesh and practically nothing else.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.
----
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge

Abyssal constructs built to hunt down those who betray their demonic masters.
----
* AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
----
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium

Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.
----
* BossInMookClothing: Greater shadows are visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop the ability to possess a body.
* DemonicSpiders: Between their immunity to mundane attacks, resistance to magical attacks, and dangerous strength-draining touch (where a few unlucky rolls can quickly make it hard to fight back or even run away), they can be very hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously from people whose evil deeds were small, sordid, and self-serving.
* ForTheEvulz: It's noted that shadows have no discernible goals or motivation for what they do -- they hunt living beings, drain the life from them and turn them into more shadows enslaved to their will because they want to.
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of their own.
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them a popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
[[/folder]]

[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
----
* TheParalyzer: Any creature that is hit by a slithering tracker's slam comes into contact with the anesthetising slime it secretes.
[[/folder]]

[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.
----
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
[[/folder]]

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
----
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----

Added: 4528

Changed: 4104

Removed: 536

Is there an issue? Send a MessageReason:
None


[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
->'''Level:''' 7
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge

These oozes are the scavengers of the underworld, scouring caves for objects to dissolve with their corrosive secretions easily dissolving both organic material and metal.
----
* AsteroidsMonster: Black puddings reproduce by budding off a smaller black pudding.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and brown ones in swamps.
[[/folder]]



-> '''Type:''' Aberration



[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 5

to:

[[folder:Gibbering Mouther]]
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Aberration
Ooze
->'''Level:''' 53



->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with their cries.

to:

->'''Size:''' Medium

Screaming masses of misshapen flesh who drive others mad with
Large

Strange, cubical oozes that seem to treat dungeons as
their cries.natural habitats, gelatinous cubes are clearly not naturally occurring beings. They are thought to have been magically created to serve to guard the homes and workshops of their creators and keep them clean of refuse, and to have continued to thrive on their own long after the downfall of their original makers.



* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.

to:

* AcidAttack: A gibbering mouther TheAgeless: Gelatinous cubes can emit a stream live for millennia if not killed or starved for food.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes, which unlike the regular kind can digest metal, and the sapient and spell-slinging sorcerer oozes.
* TheParalyzer: A gelatinous cube secretes an anaethesising slime.
* ShockAndAwe: Electric jellies can produce powerful shocks.
* SwallowedWhole: A gelatinous cube can simply engulf creatures smaller than itself.
* UndergroundMonkey: Besides the most commonly encountered kinds, numerous strains
of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded
gelatinous cubes exist, each with toothy maws unique characteristics, abilities and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes,
weaknesses making for different challenges and it gains encounters:
** Ebony cubes are crossed with black puddings, making them solid black in color and capable of digesting metal.
** Electric jellies are translucent purple gelatinous cubes capable of emitting powerful electrical pulses.
** Frost cubes live in symbiosis with brown mold, consume heat and radiate cold. In practice, this allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence and the ability to cast spells, and typically originate as botched attempts at immortality on the part of wizards with perhaps
more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
power than foresight.



[[folder:Grick]]

to:

[[folder:Grick]][[folder:Gibbering Mouther]]



->'''Level:''' 3

to:

->'''Level:''' 35



Burrowing worm-like creatures with high durability against mundane weapons.

to:

Burrowing worm-like creatures Screaming masses of misshapen flesh who drive others mad with high durability against mundane weapons.their cries.



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth is AcidAttack: A gibbering mouther can emit a sickening tangle stream of tentacles and hooked jaws.
acidic spittle.
* MadeOfIron: They're BlobMonster: It's a CR 3 monster seething, constantly shifting blob studded with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and
it if you don't have any magic on you.gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.



[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2

to:

[[folder:Iron Cobra]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Construct
Ooze
->'''Level:''' 24 (gray and crystal ooze)



->'''Size:''' Small

Metal serpents made to serve as assassins with an interchangeable poison reservoir.

to:

->'''Size:''' Small

Metal serpents made to serve as assassins with
Medium

Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of
an interchangeable poison reservoir.unfortunate mixture of rare caustic fluids and magical waste. The digestive acid that covers these oozes dissolves metals and organic material, but not stone.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.

to:

* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in
NobodyHereButUsStatues: A gray ooze, due to its body and transparency, can inject make it with its bite.dangerously easy to mistake one for a harmless-looking pile of mud.
* TheParalyzer: A crystal ooze secretes a paralysing slime.



[[folder:Lurking Ray]]

to:

[[folder:Lurking Ray]][[folder:Grick]]



->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)

to:

->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)3



->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct
Medium

Burrowing worm-like
creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.high durability against mundane weapons.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.

to:

* MoreDeadlyThanTheMale: The females CombatTentacles: Th grick's mouth is a sickening tangle of this species tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't
have one more CR than the males.any magic on you.



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
[[folder:Iron Cobra]]
-> '''Type:''' Aberration
Construct
->'''Level:''' 4 (normal), 8 (failed apotheosis)2



->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects
Small

Metal serpents made
to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become serve as assassins with an independent menace.interchangeable poison reservoir.



* AnimalMecha: As their name indicates, iron cobras are constructs made in the shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
[[/folder]]

[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.
----
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
[[/folder]]

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
----



[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4

to:

[[folder:Otyugh]]
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Aberration
Ooze
->'''Level:''' 45



Creatures that revel in their role as scavenger and garbage disposal.

to:

Creatures that revel in their role as scavenger Animate masses of protoplasm hued a sickly combination of yellow, orange, and garbage disposal.brown. Some ancient cultures would entomb bodies with these oozes to break down the flesh and clean the bones.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.

to:

* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth DamageDiscrimination: An ochre jelly's acid only dissolves flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
and practically nothing else.



[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.
----
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]



[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18

to:

[[folder:Thessalhydra]]
[[folder:Slithering Tracker]]
->'''Type:''' Aberration
Ooze
->'''Level:''' 184



->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.
Small



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around
TheParalyzer: Any creature that is hit by a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles
slithering tracker's slam comes into contact with necks topped with a gaping, jawless maw ringed with writhing snake necks.the anesthetising slime it secretes.



[[folder:Thought Eater]]

to:

[[folder:Thought Eater]][[folder:Thessalhydra]]



->'''Level:''' 2

to:

->'''Level:''' 218



->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
Gargantuan

Legendary beasts renowned for their speed and savagery.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of
their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from namesakes, being hulking, quadrupedal reptiles with necks topped with a thought eater's bite loses some of its thoughts.gaping, jawless maw ringed with writhing snake necks.


Added DiffLines:

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

Added: 2798

Changed: 3296

Removed: 420

Is there an issue? Send a MessageReason:
None



to:

[[folder:Aboleth (Alghollthu Master)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/alghollthu_alghollthumaster.png]]
->'''Level:''' 7
->'''Alignment:''' LawfulEvil
->'''Size:''' Large

Over the course of Pathfinder's first edition, the aboleth were fleshed out into a piscine empire with numerous subspecies and renamed the alghollthu. With the transition to the ORC, the alghollthu continued but the individual creature based on the aboleth did not.
----
* NonIndicativeName: Alghollthu ''masters'' are actually the common folk of their species; they use this word because they see themselves as masters of all others.
[[/folder]]



[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)

to:

[[folder:Lurking Ray]]
[[folder:Iron Cobra]]
-> '''Type:''' Aberration
Construct
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)2



->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration
Small

Metal serpents made to serve as assassins
with multiple distinct stages to its life cycle.an interchangeable poison reservoir.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.

to:

* MoreDeadlyThanTheMale: The females of this species have one more CR than AnimalMecha: As their name indicates, iron cobras are constructs made in the males.shape of a snake.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
[[folder:Lurking Ray]]



->'''Level:''' 4 (normal), 8 (failed apotheosis)

to:

->'''Level:''' 4 (normal), 2 (executioner's hood), 7 (lurker above), 8 (failed apotheosis)(trapper)



->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless
Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them
into their waiting jaws. They were originally creations a single species of the alghollthu, but have long since slipped the leash and become an independent menace.aberration with multiple distinct stages to its life cycle.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
[[/folder]]

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
----



[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
----
* AnimalMecha: These constructs are made in the shape of a skeletal snake.
[[/folder]]



[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10

to:

[[folder:Roper]]
[[folder:Retriever]]
->'''Type:''' Aberration
Construct
->'''Level:''' 1011



->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.

to:

->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists
Huge

Abyssal constructs built to hunt down those
who will engage in complex debates with the creatures they're eating.betray their demonic masters.



* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.

to:

* FauxAffablyEvil: Ropers AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers
are particularly interested made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made
in the philosophy shape of life and death and the finer points an elephant-sized spider.
* LightningGun: One
of evil religions, and its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever
can talk or argue for hours petrify enemies permanently with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar
one of ice.its deadly magical rays.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[folder:Roper]]



->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

->'''Level:''' 3 (normal), 6 (rust lord)
10
->'''Alignment:''' TrueNeutral
ChaoticEvil
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure
Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers
and equipment.theologists who will engage in complex debates with the creatures they're eating.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and can't do much death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers,
a player on their own; their main danger comes from their ability roper appears to quickly turn be nothing more than a party's worth large stalactite, stalagmite, or pillar of high-end gear into a pile of rust.ice.



[[folder:Thessalhydra]]

to:

[[folder:Thessalhydra]][[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]



->'''Level:''' 18

to:

->'''Level:''' 183 (normal), 6 (rust lord)



->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.

to:

->'''Size:''' Gargantuan

Legendary beasts renowned
Medium (normal), Large (rust lord)

Monsters greatly feared not
for their speed what they do to people, but what they do to treasure and savagery.equipment.



* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.

to:

* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous
MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and warped versions of can't do much to a player on their namesakes, being hulking, quadrupedal reptiles with necks topped with own; their main danger comes from their ability to quickly turn a gaping, jawless maw ringed with writhing snake necks.party's worth of high-end gear into a pile of rust.



[[folder:Thought Eater]]

to:

[[folder:Thought Eater]][[folder:Thessalhydra]]



->'''Level:''' 2

to:

->'''Level:''' 218



->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
Gargantuan

Legendary beasts renowned for their speed and savagery.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of
their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from namesakes, being hulking, quadrupedal reptiles with necks topped with a thought eater's bite loses some of its thoughts.gaping, jawless maw ringed with writhing snake necks.


Added DiffLines:

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

Added: 17223

Changed: 10748

Removed: 7838

Is there an issue? Send a MessageReason:
None


[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.

to:

[[folder:Drow]]
[[folder:Chuul (Chu'ulothis)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves
Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)

Armored predators
who chose not to flee the planet before Earthfall. They were forced underground lurk in shallows and eventually were corrupted by the forces of the Darklands swamps and take a disturbing degree of pleasure out of tormenting their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.
victims.



* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.

to:

* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow EatenAlive: A chuul's paralyzed victims are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures
as large as or larger than a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in human.
* TheParalyzer: They inject paralytic venom through
their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
and escape. Most non-evil drow are found out emotional suffering, eating them alive and either killed or turned into driders long taking time before then.[[invoked]]
* BodyHorror: Their fleshwarping does this
each kill to anyone unlucky enough to be caught by insult and torment their victims and talk at some length about how they will enjoy devouring them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When
ToServeMan: Chuuls prefer the game transitioned from the OGL flesh of intelligent creatures; surface-dwelling chuul prefer to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License
hunt lizardfolk, while subterranean ones usually go after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.hryngar or morlocks.



[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3

to:

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 35
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large

Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
----
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
[[/folder]]

[[folder:Destrachan]]
->'''Type:''' Aberration
->'''Level:''' 8



->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].

to:

->'''Size:''' Medium

Web lurkers are ugly
Large

Sadistic
monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
with a potent sonic attack.



* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.

to:

* TheBeastmaster: Ettercaps have supernatural control over BizarreAlienSenses: Destrachans sense the spiders they lair with, which they keep as both pets world via echolocation, represented by extremely high perception skills and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out
one of the shadow of higher ranges for blindsight found in the game's progenitor.game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].



[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.

to:

[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants
of the [[EldritchAbomination Dominion elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Black]] Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves
are prepared to fight it.now known simply as cave elves.



* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.

to:

* TheCassandra: AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror:
Their peculiar appearance and origins make fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even
their quest considerably more difficult.
''vegetables'' could be made to suffer.
* CreepyGood: They are aberrations ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be
most distant reaches noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs
of space -- something its legions of slaves, but their contempt for their thralls means that in ''Pathfinder'' breeds drow slavemasters are afforded extremely little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... standing or respect.
* {{Matriarchy}}: Men have very little status within drow society,
and are also AlwaysLawfulGood, genuinely helpful beings generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves
who want nothing but "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the best for regular, planet-bound people.conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.



[[folder:Grick]]
-> '''Type:''' Aberration

to:

[[folder:Grick]]
-> '''Type:''' Aberration
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]



->'''Alignment:''' TrueNeutral

to:

->'''Alignment:''' TrueNeutralNeutralEvil



Burrowing worm-like creatures with high durability against mundane weapons.

to:

Burrowing worm-like creatures with high durability against mundane weapons.Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].



* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.

to:

* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and hooked jaws.
guardians.
* MadeOfIron: They're a CR 3 monster MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids
with DR 10 that can only be beaten arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used
by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it if you don't have any magic on you.split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.



[[folder:Lurking Ray]]

to:

[[folder:Lurking Ray]][[folder:Flumph]]



->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.

to:

->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
1
->'''Alignment:''' TrueNeutral
LawfulGood
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species
Small

Noble and kind messengers from the depths
of aberration with multiple distinct stages space, the Flumphs risk everything to its life cycle.ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.



* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.

to:

* MoreDeadlyThanTheMale: The females of this species have one TheCassandra: Their peculiar appearance and origins make their quest considerably more CR than difficult.
* CreepyGood: They are aberrations from
the males.most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.



[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)

to:

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
[[folder:Froghemoth]]
->'''Level:''' 4 (normal), 8 (failed apotheosis)13



->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.

to:

->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations
Huge

Apex predators
of the alghollthu, but have long since slipped the leash and become an independent menace.swamps, capable of hunting dinosaurs or even dragons.



* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.

to:

* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped CombatTentacles: It attacks mainly by lashing foes with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be its tentacles.
* OverlyLongTongue: Like actual frogs,
a success.
* BioluminescenceIsCool: Some mimics have
froghemoth has a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the
long sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love",
tongue which it uses to grab and often misinterpret the words to mean "food".
reel in distant prey.
* BodyHorror: SeeTheInvisible: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of froghemoth's alien light and slashing bones. It's so horrible, just looking at eyes allow it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping,
to perceive invisible or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
ethereal creatures.



[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4

to:

[[folder:Otyugh]]
->'''Type:'''
[[folder:Gibbering Mouther]]
-> '''Type:'''
Aberration
->'''Level:''' 45



->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.

to:

->'''Size:''' Large

Creatures that revel in
Medium

Screaming masses of misshapen flesh who drive others mad with
their role as scavenger and garbage disposal.cries.



* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.

to:

* ArchEnemy: Ofalths' domains typically overlap AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded
with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
toothy maws and staring eyeballs.
* MundaneUtility: More than one city keeps otyughs ExtraEyes: A gibbering mouther is covered in its sewers as eyes, and it gains more every time it devours a living waste disposal system.hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.



[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)

to:

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:'''
[[folder:Grick]]
-> '''Type:'''
Aberration
->'''Level:''' 3 (normal), 6 (rust lord)3



->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.

to:

->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
Medium

Burrowing worm-like creatures with high durability against mundane weapons.



* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.

to:

* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and can't do much to hooked jaws.
* MadeOfIron: They're
a player CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.you.



[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2

to:

[[folder:Thought Eater]]
->'''Type:'''
[[folder:Lurking Ray]]
-> '''Type:'''
Aberration
->'''Level:''' 22 (executioner's hood), 7 (lurker above), 8 (trapper)



->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.

to:

->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.(executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.



* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.

to:

* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some MoreDeadlyThanTheMale: The females of its thoughts.this species have one more CR than the males.



[[folder:Vampiric Mist]]

to:

[[folder:Vampiric Mist]][[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]



->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.

to:

->'''Level:''' 3
4 (normal), 8 (failed apotheosis)
->'''Alignment:''' NeutralEvil
TrueNeutral
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form
of any number of inanimate objects to lure the careless into their time seeking prey.waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.



* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.

to:

* VampiricDraining: Vampiric mists feed BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as
blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics
are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and
often mistaken misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting
for vampires a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands
in gaseous form.that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.



[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.

to:

[[folder:Worm That Walks]]
[[quoteright:300:https://static.
[[folder:Neothelid]]
[[quoteright:350:https://static.
tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.org/pmwiki/pub/images/neothelid.png]]
-> '''Type:''' ->'''Type:''' Aberration
->'''Level:''' Same as base creature + 2
15 (normal), 20 (overlord)
->'''Alignment:''' Evil
ChaoticEvil
->'''Size:''' Same as base creature

Evil spellcasters
Gargantuan

Creatures of immense power
who persist after death view themselves as favored by inhabiting unknowable entities from beyond the swarms Outer Sphere. The neothelids are the spawn of vermin that fed upon the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their corpses.long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.


Added DiffLines:

* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.
----
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large

Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
----
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan

Legendary beasts renowned for their speed and savagery.
----
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
[[/folder]]

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
----
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
[[/folder]]

[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Stealthy predators that puppeteer corpses as bait for future prey.
----
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
Is there an issue? Send a MessageReason:
None

Added DiffLines:


* [[Characters/PathfinderMonsters Monsters]]
** Petitioner -> Shade


Added DiffLines:


[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small

Subterranean predators who hunt the weak or isolated.
----
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
[[/folder]]


Added DiffLines:

[[/folder]]

[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.

Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].

Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
----
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
[[/folder]]

[[folder:Flumph]]
-> '''Type:''' Aberration
->'''Level:''' 1
->'''Alignment:''' LawfulGood
->'''Size:''' Small

Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the [[EldritchAbomination Dominion of the Black]] and are prepared to fight it.
----
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
[[/folder]]

[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium

Burrowing worm-like creatures with high durability against mundane weapons.
----
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
[[/folder]]

[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny (executioner's hood), huge (lurker above, trapper)

Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to its life cycle.
----
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
[[/folder]]

[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Huge (failed apotheosis)

An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
----
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
[[/folder]]

[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large

Creatures that revel in their role as scavenger and garbage disposal.
----
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]

[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium (normal), Large (rust lord)

Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
----
* MetalMuncher: Rust monsters feed on metal, "digesting" it by very rapidly corroding it.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to a player on their own; their main danger comes from their ability to quickly turn a party's worth of high-end gear into a pile of rust.
[[/folder]]

[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny

Tiny predators from the Ethereal Plane that feed on thoughts.
----
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]

[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium

Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
----
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
[[/folder]]

[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:''' Aberration
->'''Level:''' Same as base creature + 2
->'''Alignment:''' Evil
->'''Size:''' Same as base creature

Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
----
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
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Due to its origins as spinoff of TabletopGame/DungeonsAndDragons, Pathfinder's earlier years contained a number of creatures drawn from its bestiaries under the Open Gaming Liscence. Over the years many of these creatures were renamed to further distinguish Pathfinder as its own game, and with the OGL dropped entirely in favor of the Open RPG Creative License in 2023, many were retconned out of Pathfinder canon entirely.

This page documents those creatures that have not made the jump to the ORC. Those that have can be found can be found on the appropriate creature pages, and can be referenced in the folder below.

[[folder:OGL - ORC]]
* [[Characters/PathfinderPlayableRaces Ancestries]]
** Aasimar -> Empyrean Nephilim
** Duergar -> Hryngar
** Gnoll -> Kholo
** Grippli
** Kenku -> Tengu
** Kobold
** Locathah -> Athamaru
** Svirfneblin -> Drathnelar
** Tiefling -> Cambion Nephilim
[[/folder]]

!OGL Creatures
[[folder:Drow]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)

The descendants of the elves who chose not to flee the planet before Earthfall. They were forced underground and eventually were corrupted by the forces of the Darklands and their growing hatred of their kin who left.

With the switch to the ORC, the drow no longer exist. The serpentfolk now serve as the major villainous empire of the Underdark, while subterranean elves are now known simply as cave elves.
----
* AlwaysChaoticEvil: {{Downplayed|Trope}}. The ''Advanced Race Guide'' states that ''most'' drow are ChaoticEvil, but actual character creation [[GameplayAndStorySegregation doesn't give alignment limits]]. In theory, the drow species as a whole is evil by nature [[spoiler: due to being elves that were transformed by the evil in their own nature (the Second Darkness Adventure Path actually shows this happening)]], but it's possible for a (second generation or later) drow to be non-evil. The tricky part is surviving in drow society long enough to reach adulthood and escape. Most non-evil drow are found out and either killed or turned into driders long before then.[[invoked]]
* BodyHorror: Their fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even their ''vegetables'' could be made to suffer.
* ChuckCunninghamSyndrome: When the game transitioned from the OGL to the ORC with the 2nd Edition Remaster, the drow were [[https://paizo.com/threads/rzs43tg8&page=7?PF2R-Drow#336 retconned out of existence]]; their role as Sekamina's main villainous species is now taken by the serpentfolk.
* DayHurtsDarkAdjustedEyes: Without the "Surface Infiltrator" alternate race trait, drow, like dhampirs, are left dazzled by daylight.
* FantasticRacism: They hate all non-drow, but their dislike of surface elves tends to be most noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs of its legions of slaves, but their contempt for their thralls means that drow slavemasters are afforded extremely little standing or respect.
* {{Matriarchy}}: Men have very little status within drow society, and are generally restricted to serving as low-ranking soldiers and servants. Female drow hold all positions of power and authority, and non-drow are advised to have the women in their group do the speaking when dealing with them in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned and with a tendency towards [[{{Stripperific}} less than modest clothing styles]]. Drow were once standard elves who "fell" and had their bodies transform, and normally worship various demon lords. ''Any'' elf can still become a drow, though the conditions are more complex than merely being evil. When the game adopted the new Open RPG Creative License after the January 2023 [[MediaNotes/D20System Open Game License]] controversy, the drow were retconned out of existence, with the implication that everything known about drow was essentially (in-universe) fiction written by an author racist against elves.
[[/folder]]

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