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gorgons are in Howl of the Wild and neothelids are confirmed to be staying
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[[folder:Gorgon]]
to:
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* 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:
*
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance to
* {{Protectorate}}: A gray render often develops an affectionate bond with other
* 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.
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[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
-> '''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)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
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->'''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.
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.
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* 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.
* 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 chanceooze, 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 guardianits 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.
* ExtraEyes:
* LittleGuyBigBuddy: Their main dynamic in the game. Anything small and innocent enough has the chance
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian
* TheParalyzer: A crystal ooze secretes a paralysing slime.
Changed line(s) 705,708 (click to see context) from:
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
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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:
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* 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.
* 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 canmake 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.
* MadeOfIron: They're a CR 3 monster with DR 10 that can
* TheParalyzer: A crystal ooze secretes a paralysing slime.
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[[folder:Grick]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
-> '''Type:''' Aberration
->'''Type:''' Fiend
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->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
->'''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
->'''Size:'''
Burrowing worm-like creatures with high durability against mundane weapons.
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* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth BrownNote: A howler's constant howling is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10grating, 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.
* MadeOfIron: They're a CR 3 monster with DR 10
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[[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]]
->'''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]]
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[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
to:
[[quoteright:350:https://static.
[[quoteright:802:https://static.tvtropes.
->'''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]]
Changed line(s) 1076,1080 (click to see context) from:
->'''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.
->'''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
Creaturesof 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.
->'''Alignment:'''
->'''Size:'''
Creatures
Changed line(s) 1082,1090 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
to:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' 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 upArchEnemy: 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 theotyughs. 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 itsown 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; mostliving individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.waste disposal system.
* {{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
* MonstrousCannibalism: There is no food as dear to a neothelid as the
* MundaneUtility: More than one city keeps otyughs in its
* MultipleHeadCase: Neothelid overlords have two heads,
* 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
Changed line(s) 1093,1096 (click to see context) from:
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
to:
[[quoteright:802:https://static.
[[quoteright:270:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
Changed line(s) 1100 (click to see context) from:
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:
Changed line(s) 1102 (click to see context) from:
* 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.
* 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.
Changed line(s) 1105,1107 (click to see context) from:
[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Type:''' Aberration
->'''Level:''' 4
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1109,1111 (click to see context) from:
->'''Size:''' Large
Creatures that revel in their role as scavenger and garbage disposal.
Creatures that revel in their role as scavenger and garbage disposal.
to:
->'''Size:''' Large
Creatures that revel inSmall
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 theirrole as scavenger and garbage disposal.work.
Creatures that revel in
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
Changed line(s) 1113,1114 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
%%* 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.
*
* MundaneUtility: More
Changed line(s) 1117,1124 (click to see context) from:
[[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.
[[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:
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 1126,1143 (click to see context) from:
* 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.
* 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 waitingown 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, theylet 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 directbob 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 thoughttalking 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 thanother 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.
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they
* 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
* MixAndMatchCritters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought
* 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
** 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.
Changed line(s) 1146,1148 (click to see context) from:
[[folder:Pech]]
->'''Type:''' Fey
->'''Level:''' 3
->'''Type:''' Fey
->'''Level:''' 3
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1150,1152 (click to see context) from:
->'''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.
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 pechsHuge
Remorhazes arestill 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.
Subterranean fey who accidentally spawned the dero, plenty of normal pechs
Remorhazes are
Changed line(s) 1154,1155 (click to see context) from:
%%* DishingOutDirt
* OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.
* OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.
to:
* 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
Changed line(s) 1158,1160 (click to see context) from:
[[folder:Quickling]]
->'''Type:''' Fey
->'''Level:''' 3
->'''Type:''' Fey
->'''Level:''' 3
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1162 (click to see context) from:
->'''Size:''' Small
to:
->'''Size:''' SmallHuge
Abyssal constructs built to hunt down those who betray their demonic masters.
Abyssal constructs built to hunt down those who betray their demonic masters.
Changed line(s) 1164,1165 (click to see context) from:
* 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.
* 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 arenaturally 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.
*
* FleshGolem: Retrievers are
* 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.
Changed line(s) 1168,1174 (click to see context) from:
[[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.
->'''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:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Remorhazes are arctic
Ambush predators
Changed line(s) 1176,1179 (click to see context) from:
* 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.
* 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: Theythe 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 ittalk 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 offlame and granting and permanently scorching aura.ice.
* BreathWeapon: They
* 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
* 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
Changed line(s) 1182,1188 (click to see context) from:
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Abyssal constructs built
Monsters greatly feared not for what they do to
Changed line(s) 1190,1195 (click to see context) from:
* 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.
* 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 madeplayer 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'thigh-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.
*
* FleshGolem: Retrievers are made
* GiantSpider: The retriever isn't
* 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.
Changed line(s) 1198,1200 (click to see context) from:
[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Type:''' Aberration
->'''Level:''' 10
to:
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 1202,1204 (click to see context) from:
->'''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.
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 withMedium
Commonly found haunting tombs or other dark, abandoned places, shadows drain thecreatures they're eating.life out of anyone they encounter to create more of their kind.
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with
Commonly found haunting tombs or other dark, abandoned places, shadows drain the
Changed line(s) 1206,1207 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers BossInMookClothing: Greater shadows are particularly interested in visually indistinguishable from regular shadows, but their CR is six levels higher.
* DemonicPossession: Some greater shadows develop thephilosophy 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 anddeath 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 ofevil religions, and their own.
* NightOfTheLivingMooks: They cantalk 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, butnever 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.
* DemonicPossession: Some greater shadows develop the
* 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
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of
* NightOfTheLivingMooks: They can
* TheVirus: Most shadows don't arise spontaneously, but
* 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.
Changed line(s) 1210,1213 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:'''
->'''Level:'''
Changed line(s) 1215,1217 (click to see context) from:
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
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 treasureLarge
Masses of vegetation formed after parasitic spores from Akiton infect andequipment.grow within an organic host.
Monsters greatly feared not for what they do to people, but what they do to treasure
Masses of vegetation formed after parasitic spores from Akiton infect and
Changed line(s) 1219,1220 (click to see context) from:
* 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.
* 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 toManEatingPlant: 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.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much to
Changed line(s) 1223,1230 (click to see context) from:
[[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.
[[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:
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of anyone they encounter to create more of their kind.
Changed line(s) 1232,1239 (click to see context) from:
* 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.
* 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 partiesTheParalyzer: 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 themis 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 createdcontact 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.
* 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
* 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
* 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
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
Changed line(s) 1242,1248 (click to see context) from:
[[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.
->'''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Masses
Scourges of
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]].
Changed line(s) 1250 (click to see context) from:
* 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 inparticular.non-OGL products.
* 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
Changed line(s) 1253,1255 (click to see context) from:
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Type:''' Ooze
->'''Level:''' 4
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1257 (click to see context) from:
->'''Size:''' Small
to:
->'''Size:''' SmallGargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
Changed line(s) 1259 (click to see context) from:
* 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 aslithering 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 withthe anesthetising slime it secretes. necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with
Changed line(s) 1262,1265 (click to see context) from:
[[folder:Stirge (Bloodseeker)]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
->'''Level:''' 0 (standard), 2 (giant), 3 (swarm)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 1268,1272 (click to see context) from:
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]].
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:
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]].
Changed line(s) 1274,1276 (click to see context) from:
* 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.
* 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 theAbstractEater: 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.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the
Changed line(s) 1279,1285 (click to see context) from:
[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
to:
->'''Type:'''
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Legendary beasts renowned for
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their
Changed line(s) 1287,1289 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: 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 monstrousVampiricDraining: 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.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous
Changed line(s) 1292,1294 (click to see context) from:
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Type:''' Aberration
->'''Level:''' 2
to:
->'''Type:''' Aberration
-> '''Type:''' Fungus
->'''Level:'''
Changed line(s) 1296,1298 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.Small
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.
Tiny predators from the Ethereal Plane that feed on thoughts.
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.
Changed line(s) 1300,1304 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
[[/folder]]
[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
[[/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, theirname 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
* 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
[[/folder]]
[[folder:Vampiric Mist]]
!!Thorny
-> '''Type:'''
Changed line(s) 1306 (click to see context) from:
->'''Alignment:''' NeutralEvil
to:
->'''Alignment:''' NeutralEvilTrueNeutral
Changed line(s) 1309 (click to see context) from:
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
to:
Changed line(s) 1311 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, 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 andare often mistaken for vampires in gaseous form.be exposed to its toxin.
* 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
Changed line(s) 1314 (click to see context) from:
[[folder:Vegepygmy]]
to:
Changed line(s) 1316 (click to see context) from:
->'''Level:''' 0
to:
->'''Level:''' 03
Changed line(s) 1318,1320 (click to see context) from:
->'''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.
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
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.
Changed line(s) 1322,1328 (click to see context) from:
* 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
* 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 lackdecay. 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
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They lack
!!Thorny
[[/folder]]
[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 1330,1332 (click to see context) from:
->'''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.
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
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.
Changed line(s) 1334,1336 (click to see context) from:
* 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.
* 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 clustershunting 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 damagewild animals, ill-fated adventurers, and be exposed to its toxin.even giants.
* SpikeShooter: They can launch clusters
* TheSpiny: A thorny's thorny hide causes any creature that grapples it to take piercing damage
Changed line(s) 1339,1341 (click to see context) from:
[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 3
-> '''Type:''' Fungus
->'''Level:''' 3
to:
-> '''Type:'''
->'''Level:'''
Stealthy predators that puppeteer corpses as bait for future prey.
Changed line(s) 1345 (click to see context) from:
* 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.
Changed line(s) 1348,1358 (click to see context) from:
[[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]]
[[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:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
-> '''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]]
Changed line(s) 1360,1364 (click to see context) from:
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
->'''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 predatorsSame as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin thatpuppeteer corpses as bait for future prey.fed upon their corpses.
->'''Alignment:'''
->'''Size:'''
Stealthy predators
Evil spellcasters who persist after death by inhabiting the swarms of vermin that
Changed line(s) 1366 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first 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 aclearing, 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]]...
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a
Deleted line(s) 1369,1381 (click to see context) :
[[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]]
[[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]]
Is there an issue? Send a MessageReason:
Liches are in the Monster Core.
Changed line(s) 881,889 (click to see context) from:
[[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.
!!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:
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
[[folder:Lurking Ray]]
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]]
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of
Changed line(s) 891,930 (click to see context) from:
* 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.
* 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 theyMoreDeadlyThanTheMale: 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]]
Thevarious 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. Regardlesswise, [[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 replacingchromatic 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 livedbeings 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...]]
* 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
[[/folder]]
[[folder:Metallic Dragon]]
The
* 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
* 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
* 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
* 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.
Changed line(s) 932,945 (click to see context) from:
* 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.
* 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 theusual 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 regenerationmetallics, 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 isdestroyed before the astral echo is.
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbingunmistakably 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 asbase creature
Liches that bind themselves to their bloodline rather than a soul cage.children in need of guidance.
* FaceHeelTurn: Metallic dragons will sometime fall to corruption and evil, an event dragons call a "tarnishing".
* GoldSilverCopperStandard: Gold dragons are the
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration
!!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
* ItsAllAboutMe: Psychic liches are entirely obsessed with themselves, succumbing
* 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
-> '''Type:''' Dragon
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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
Liches that bind themselves to their bloodline rather than a soul cage.
Changed line(s) 947,957 (click to see context) from:
* 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.
* 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 possessAlwaysLawfulGood: 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 aperiod 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 therelative's soul courge and transform them body strength to battle evil themselves.
* PlayingWithFire: Their BreathWeapon is a cone of fire, andmind into the lich.
* SupernaturalFearInducer: Just like normal liches,as they have age they develop of fiery aura as well.
* TheRedeemer: If afear 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 attemptSmall to become liches Colossal
Silver dragons aresuccessful. 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''.
* 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
* 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
* TheParagon: They're always ready to stand against great evil, but one of their favorite passtimes is inspiring others to find the
* PlayingWithFire: Their BreathWeapon is a cone of fire, and
* SupernaturalFearInducer: Just like normal liches,
* TheRedeemer: If a
!!Forsaken Lich
!!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:'''
->'''Alignment:'''
->'''Size:'''
Not all creatures who attempt
Silver dragons are
Changed line(s) 959,971 (click to see context) from:
* 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.
* 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 channelHumanoid 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 andparalyzes 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 beundertake 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 aroundhave 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 andcan 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 stormcodes 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 thatanimates 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, andsoul 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 followTiny to Gargantuan
Brass dragons are intensely social creatures, and greatly enjoy thepath 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.
*
* DeathRay: A forsaken lich can channel
* TheFettered: Silver dragons live, largely voluntarily, under incredibly strict codes and
* HealingHands: The Disembodied Strike ability used by the forsaken lich's severed soul can be
* TwoBeingsOneBody: Sort of. The forsaken lich's severed soul constantly flits around
* FaceHeelTurn: Silvers are more prone to tarnishing and
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but temporary fate. The arcane storm
* 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
* 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
!!Lich Creature
-> '''Type:''' Dragon
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Beings who do not follow
Brass dragons are intensely social creatures, and greatly enjoy the
Changed line(s) 973,984 (click to see context) from:
* 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.
* 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 atrue 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 theytend deliberately cultivate to use it more.
* SoulJar: They have a soul cage, though it becomeslead 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 theydon'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 crumbleTiny to pieces over time, leaving only a gem-studded skull infused with Gargantuan
Mercurial, emotional and intensely freedom-loving, copper dragons are theremaining 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.
* ForcedSleep: Their secondary breath weapon is a
* ObfuscatingStupidity: The natural gaiety and light-heartedness of brasses often leads to them being perceived as foolish and scatterbrained simpletons, an image they
* SoulJar: They have a soul cage, though it becomes
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura as they
*
!!Demilich
[[quoteright:300:https://static.
!!Copper Dragon
[[quoteright:350:https://static.tvtropes.
[[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:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Liches that fall into inactivity will crumble
Mercurial, emotional and intensely freedom-loving, copper dragons are the
Changed line(s) 986,1000 (click to see context) from:
* 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.
* {{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 areliches 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 thanravenous, mindless beasts.
* {{Antimagic}}: They have magic immunitybetray 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 thesame vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness freeaffairs 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: Theyspend 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 intelligencereading 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 trappedresearching 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. Assitting 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 theplayers 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 thatcaliber, 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 crumblingdamages 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.
* 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
* 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
* {{Antimagic}}: They have magic immunity
-> '''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
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free
* {{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
* 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
* 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
* SoulJar: Formerly, but not anymore. As
----
*
* MakingASplash: Bronze dragons are the
* 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
* YourSoulIsMine: Demiliches can rip souls directly out of living creatures and trap them in one of their gems, with the now-soulless body crumbling
Changed line(s) 1003 (click to see context) from:
[[folder:Lurking Ray]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
Changed line(s) 1005 (click to see context) from:
->'''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)
Changed line(s) 1007,1009 (click to see context) from:
->'''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.
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 themMedium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless intoa 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.
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into
Changed line(s) 1011 (click to see context) from:
* 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 haveone 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 moreCR 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 themales.clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have
* 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
* 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
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 1014,1015 (click to see context) from:
[[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...]]
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:
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of
[[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
Changed line(s) 1017,1029 (click to see context) from:
* 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.
* 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 dragonspreferred 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 andevil, 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: Theyalso 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 thisas 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 seemability 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 areGargantuan
Titanic flying creaturesof 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.
* FaceHeelTurn: Metallic dragons
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos and
*
* NiceJobBreakingItHero: They
* 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
!!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
-> '''Type:''' Dragon
[[/folder]]
[[folder:Mu Spore]]
->'''Type:''' Fungus
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The metallics ''par excellence'', gold dragons are
Titanic flying creatures
Changed line(s) 1031,1052 (click to see context) from:
* 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''.
* 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 ofThatsNoMoon: 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 likelyMidnight 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 elveslit 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 leftsix 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 thefact, 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 butsilver 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.
* 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
* 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
* LightEmUp: Ancient and older gold dragons can cast ''sunburst'' as spell-like ability at will.
* LightIsGood: The golds
* 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
* 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
!!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
-> '''Type:''' Dragon
[[/folder]]
[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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...
Stealthy but
Changed line(s) 1054,1070 (click to see context) from:
* 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.
* 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 probablyAnimalMecha: 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'', untila 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.
* CloserToEarth: They have probably
* 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
* 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
[[/folder]]
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.
-> '''Type:''' Dragon
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 1072,1087 (click to see context) from:
* 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.
* 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 havethe effectively no ability to control sand absorb losses in population and summon sandstorms.
* ForcedSleep: Their secondary breath weaponthe death of even a single neothelid is a cloud of sleep-inducing gas.
* ObfuscatingStupidity: The natural gaietydisaster, 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 auraas 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 cansummon 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, emotionalLarge
Animate masses of protoplasm hued a sickly combination of yellow, orange, andintensely 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.
* {{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
* ForcedSleep: Their secondary breath weapon
* ObfuscatingStupidity: The natural gaiety
%%* ThePhilosopher
* PlayingWithFire: They breathe fire, and gain a fiery damaging aura
*
* 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
!!Copper Dragon
[[quoteright:350:https://static.
* {{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.
-> '''Type:''' Dragon
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Mercurial, emotional
Animate masses of protoplasm hued a sickly combination of yellow, orange, and
Changed line(s) 1089,1108 (click to see context) from:
* 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.
* 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 jokeDamageDiscrimination: 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.
* 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
* 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.
Changed line(s) 1111,1114 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:'''
->'''Type:''' Aberration
->'''Level:'''
Changed line(s) 1116,1118 (click to see context) from:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless intoLarge
Creatures that revel in theirwaiting 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.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into
Creatures that revel in their
Changed line(s) 1120,1145 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
to:
* BecomeARealBoy: Mimics that encounter humans enough will find 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 minutespiece 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 ofMundaneUtility: 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 alsosewers 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 memorya 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.
* 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
*
* 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
* 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
* 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
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 1148,1155 (click to see context) from:
[[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.
[[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:
[[quoteright:264:https://static.
[[quoteright:270:https://static.tvtropes.
-> '''Type:''' Undead
->'''Type:''' Animal
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Powerful
Owlbears are ferocious chimeras of unclear origins and
Changed line(s) 1157,1169 (click to see context) from:
* 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.
* 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 torsoscaptured 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 istrained 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 throughsiege 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 peoplewho 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 tokill.
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 thebodies 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.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their torsos
* 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
* OverlyLongTongue: Their intestines reform and extend up through
*
*
* 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
* TeleporterAccident: One theory on how owlbears came to
* UndergroundMonkey:
** 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
** 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.
Changed line(s) 1172,1178 (click to see context) from:
[[folder:Mu Spore]]
->'''Type:''' Fungus
->'''Level:''' 21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan
Titanic flying creatures who live in the Darklands.
->'''Type:''' Fungus
->'''Level:''' 21
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Gargantuan
Titanic flying creatures who live in the Darklands.
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Titanic flying creatures
Subterranean fey who
Changed line(s) 1180 (click to see context) from:
* 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.
*
Changed line(s) 1183,1184 (click to see context) from:
[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Type:''' Construct
to:
->'''Type:'''
Changed line(s) 1186,1189 (click to see context) from:
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
->'''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
->'''Size:'''
Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
Changed line(s) 1191 (click to see context) from:
* 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 aremade 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.
* InvisibilityFlicker: Quicklings are
Changed line(s) 1194,1201 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids
Remorhazes are
Changed line(s) 1203,1211 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
to:
* CannibalismSuperpower: Neothelids who consume a large number of their kin BigCreepyCrawlies: They look like centipedes sixty feet in length.
* BreathWeapon: They cantransform 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 neothelidsFastTunnelling: 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.
* BreathWeapon: They can
*
* {{Flight}}: All neothelids
*
* 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.
Changed line(s) 1214,1221 (click to see context) from:
[[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.
[[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:
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies with these oozes
Abyssal constructs built to
Changed line(s) 1223 (click to see context) from:
* 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 fleshand 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.
* 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
* 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.
Changed line(s) 1226 (click to see context) from:
[[folder:Otyugh]]
to:
Changed line(s) 1228,1229 (click to see context) from:
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Alignment:''' TrueNeutral
to:
->'''Level:''' 4
10
->'''Alignment:'''TrueNeutralChaoticEvil
->'''Alignment:'''
Changed line(s) 1232 (click to see context) from:
Creatures that revel in their role as scavenger and garbage disposal.
to:
Changed line(s) 1234,1235 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
* ArchEnemy: Ofalths' domains typically overlap 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, atime.
* MundaneUtility: Moreroper 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.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a
* MundaneUtility: More
Changed line(s) 1238,1241 (click to see context) from:
[[folder:Owlbear]]
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 4
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:''' Animal
->'''Level:''' 4
to:
[[quoteright:270:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
Changed line(s) 1243,1245 (click to see context) from:
->'''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.
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 originsMedium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure andviolent tempers. Theories on their origins abound, but nobody actually known how the first of these bizarre monsters came to be.equipment.
Owlbears are ferocious chimeras of unclear origins
Monsters greatly feared not for what they do to people, but what they do to treasure and
Changed line(s) 1247,1264 (click to see context) from:
* 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.
* 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 twoMooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and creating the first owlbear.
* UndergroundMonkey: Numerous different types of owlbear exist ascan'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 inplayer on their northern homes.
** Darklands owlbears are distinguished byown; their pale, discolored fur, feathers and eyes, and have darkvision.
** The Fruss owlbear has hollow bones and well-developed wings, and is capablemain 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 phasinghigh-end gear into and from the Ethereal Plane.a pile of rust.
*
* 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
* UndergroundMonkey: Numerous different types of owlbear exist as
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in
** Darklands owlbears are distinguished by
** The Fruss owlbear has hollow bones and well-developed wings, and is capable
** 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
Changed line(s) 1267,1273 (click to see context) from:
[[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.
->'''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:
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Subterranean fey who accidentally spawned
Commonly found haunting tombs or other dark, abandoned places, shadows drain the
Changed line(s) 1275,1276 (click to see context) from:
%%* DishingOutDirt
* OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.
* OurGnomesAreDifferent: They play more closely to the notion of "[[AlchemicElementals Gnomes as Earth Elemental creatures]]" than do the game's actual gnomes.
to:
* 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
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
Changed line(s) 1279,1283 (click to see context) from:
[[folder:Quickling]]
->'''Type:''' Fey
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
->'''Type:''' Fey
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
Changed line(s) 1285,1286 (click to see context) from:
* 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.
* 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.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.
Changed line(s) 1289,1291 (click to see context) from:
[[folder:Remorhaz]]
->'''Type:''' Beast
->'''Level:''' 7
->'''Type:''' Beast
->'''Level:''' 7
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1293,1295 (click to see context) from:
->'''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.
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
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.
Changed line(s) 1297,1300 (click to see context) from:
* 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.
* 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 atTheParalyzer: 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, allowingslithering tracker's slam comes into contact with the anesthetising slime it to breathe out gouts of flame and granting and permanently scorching aura.secretes.
* BreathWeapon: They can breathe fire.
* FastTunnelling: They can burrow through solid ice at
* PlayingWithFire: Fires burn eternally within a remorhaz's body, allowing
Changed line(s) 1303,1309 (click to see context) from:
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Abyssal constructs built to hunt down those who betray their demonic masters.
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]].
Changed line(s) 1311,1316 (click to see context) from:
* 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.
* 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: Theretriever Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' isa 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 madebe 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.
* HorseOfADifferentColor: The
* WritingAroundTrademarks: ''Stirge'' is
* EyeBeams: The retriever's eyes
* FleshGolem: Retrievers are made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made
* 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.
Changed line(s) 1319 (click to see context) from:
[[folder:Roper]]
to:
Changed line(s) 1321,1325 (click to see context) from:
->'''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.
->'''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 philosophersGargantuan
Legendary beasts renowned for their speed andtheologists who will engage in complex debates with the creatures they're eating.savagery.
->'''Alignment:'''
->'''Size:'''
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers
Legendary beasts renowned for their speed and
Changed line(s) 1327,1328 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers are particularly interested in 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 anddeath 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.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and
* ThatsNoMoon: To all but the most sharp-eyed underground explorers,
Changed line(s) 1331,1332 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
Changed line(s) 1334 (click to see context) from:
->'''Level:''' 3 (normal), 6 (rust lord)
to:
->'''Level:''' 3 (normal), 6 (rust lord)2
Changed line(s) 1336,1338 (click to see context) from:
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
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.
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
Tiny predators from the Ethereal Plane that feed on thoughts.
Changed line(s) 1340,1341 (click to see context) from:
* 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.
* 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 powerfulAbstractEater: 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.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful
Changed line(s) 1344,1348 (click to see context) from:
[[folder:Shadow]]
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:''' 3 (normal), 8 (greater)
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1351 (click to see context) from:
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:
Changed line(s) 1353,1360 (click to see context) from:
* 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.
* 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 hardoften 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.
* 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
* 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.
Changed line(s) 1363,1365 (click to see context) from:
[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:''' 6
->'''Type:''' Plant
->'''Level:''' 6
to:
->'''Type:''' Plant
-> '''Type:''' Fungus
->'''Level:'''
Changed line(s) 1367,1369 (click to see context) from:
->'''Size:''' Large
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
to:
->'''Size:''' Large
MassesSmall
When creatures are killed by an infection ofvegetation 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.
Masses
When creatures are killed by an infection of
Changed line(s) 1371,1376 (click to see context) from:
* ManEatingPlant: Shamblers are intelligent, carnivorous plants with a fondness for elf flesh in particular.
[[/folder]]
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
[[/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 afondness dangerous fungus called russet mould.
* TheSpeechless: They lack the necessary organs forelf 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
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a
* TheSpeechless: They lack the necessary organs for
[[/folder]]
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
!!Thorny
-> '''Type:''' Fungus
->'''Level:'''
Changed line(s) 1378 (click to see context) from:
->'''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.
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.
Changed line(s) 1380 (click to see context) from:
* 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 thatis 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.
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that
Changed line(s) 1383,1393 (click to see context) from:
[[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]].
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:''' Animal
-> '''Type:''' Fungus
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
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]].
Changed line(s) 1395,1397 (click to see context) from:
* 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.
* 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 namevirulent 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.
* 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
Changed line(s) 1400,1402 (click to see context) from:
[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Type:''' Aberration
->'''Level:''' 18
to:
->'''Type:''' Aberration
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:'''
Changed line(s) 1404,1406 (click to see context) from:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
to:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.Large
Legendary beasts renowned for their speed and savagery.
Changed line(s) 1408,1410 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayedManEatingPlant: 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 oftheir 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.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of
Changed line(s) 1413,1415 (click to see context) from:
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Type:''' Aberration
->'''Level:''' 2
to:
->'''Type:'''
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 1417,1419 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
TinyMedium
Stealthy predatorsfrom the Ethereal Plane that feed on thoughts.puppeteer corpses as bait for future prey.
Tiny
Stealthy predators
Changed line(s) 1421 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. 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.
Changed line(s) 1424 (click to see context) from:
[[folder:Vampiric Mist]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
Changed line(s) 1426,1430 (click to see context) from:
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
->'''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 mostSame as base creature
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon theirtime seeking prey.corpses.
->'''Alignment:'''
->'''Size:'''
Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their
Changed line(s) 1432 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, 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]]...
* 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]]...
Changed line(s) 1435,1437 (click to see context) from:
[[folder:Vegepygmy]]
-> '''Type:''' Fungus
->'''Level:''' 0
-> '''Type:''' Fungus
->'''Level:''' 0
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:'''
->'''Level:''' 0
Changed line(s) 1439,1441 (click to see context) from:
->'''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.
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
->'''Size:'''
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.
Changed line(s) 1443,1449 (click to see context) from:
* 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
* 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
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless:
!!Thorny
[[/folder]]
[[folder:Yellow Musk Creeper]]
-> '''Type:'''
->'''Level:'''
Deleted line(s) 1452,1453 (click to see context) :
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.
Deleted line(s) 1455,1518 (click to see context) :
* 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
----
* 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
----
Is there an issue? Send a MessageReason:
None
Changed line(s) 323,330 (click to see context) from:
[[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.
[[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:
[[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
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
Changed line(s) 332,345 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
[[/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.
* 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 largerrespected more than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physicalthe 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 takingtime 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 andtorment 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 forTiny to Gargantuan
Vicious sociopaths, black dragons hate with a fury few other dragons bother to muster. With short tempers and cunning minds, they combine thealghollthu, cloakers are paranoid to the extreme.worst parts of dragonkind into a creature that enjoys scarring bodies as much as they do shattering minds.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
* 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
!!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
* 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:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Originally created as spies for
Vicious sociopaths, black dragons hate with a fury few other dragons bother to muster. With short tempers and cunning minds, they combine the
Changed line(s) 347,375 (click to see context) from:
* 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.
[[/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 toemit 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 thathears 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 cloakSmall to Colossal
The masterminds of thenearby area in magical darkness.
* CombatTentacles: A darkmantle attacks by wrapping its tentacles aroundchromatic 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 withscenes. They're driven by a potent sonic attack.need for control, both over others through their manipulations and themselves through strict personal discipline.
* 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
* FisherKing: Between their habit of overhunting, their willingness to liberally douse anything around them with acid, and the fact that
[[/folder]]
[[folder:Darkmantle]]
* 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:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
* CastingAShadow: Darkmantles can cloak
The masterminds of the
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around
* 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
Changed line(s) 377,392 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
[[/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.
* 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 thehigher 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: Theirlack 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 ofbasic 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 anddarkness]].
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: ProbablyPragmaticVillainy: 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 activelyencouraged.
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 canproject 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 ofsonic 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 beyondSmall to Colossal
Green dragons seek mastery over everything, including their own minds and base desires. This makes them thefarthest 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.
* AffablyEvil: They certainly are the most talkative of the
*
* 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
* MasterOfIllusion: Fitting given their love of
* MeatVersusVeggies: Firmly on the side of meat. They refuse to eat plants under any circumstances, considering it the food of cattle and
*
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably
* 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
*
* ShockAndAwe: Their BreathWeapon is a line of electricity, and ancient and powerful blue dragons can
* TheSocialExpert: A requisite when one manages hundreds of
[[/folder]]
[[folder:Devourer]]
* 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.
-> '''Type:''' Undead
[[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:'''
->'''Alignment:'''
->'''Size:'''
Beings who venture beyond
Green dragons seek mastery over everything, including their own minds and base desires. This makes them the
Changed line(s) 394,402 (click to see context) from:
* 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
* 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 onedegree 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 thebest 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 byPoisonousPerson: 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 andcan'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 thedevourer 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 torelease 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.
* 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
* 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
*
* SoulEating: The souls killed by
* {{Pride}}: They will grant others access to their research not out of any sense of altruism, but to make sure they get credit and
* 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
* 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
[[/folder]]
[[folder:Dire Corby]]
!!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:'''
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 404 (click to see context) from:
* 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'remuscular, 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 humanoidcrows with powerful arms instead of wings.standards, whites rarely shine against either their relatives or their neighbors.
* 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
* 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
Changed line(s) 407,413 (click to see context) from:
[[folder:Disenchanter]]
->'''Type:''' Beast
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Trunked, blue-furred camel-like creatures that feed on magic.
->'''Type:''' Beast
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Trunked, blue-furred camel-like creatures that feed on magic.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Trunked, blue-furred camel-like creatures that feed on magic.
Armored predators who lurk in shallows and swamps and take a disturbing degree of pleasure out of tormenting their victims.
Changed line(s) 415,416 (click to see context) from:
* 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.
* 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 theirtrunks, leaving the items broken tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical anduseless 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 tosustain 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.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to
* 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.
Changed line(s) 419,425 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:'''
The descendants of
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the
With the switch
Changed line(s) 427,435 (click to see context) from:
* 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.
* 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 toBrownNote: 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 implicationthat everything known about drow was essentially (in-universe) fiction written by an author racist against elves.hears it.
* 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
* 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
Changed line(s) 438,440 (click to see context) from:
[[folder:Ether Spider]]
-> '''Type:''' Beast
->'''Level:''' 5
-> '''Type:''' Beast
->'''Level:''' 5
to:
-> '''Type:'''
->'''Type:''' Beast
->'''Level:'''
Changed line(s) 442,447 (click to see context) from:
->'''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.
----
* 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 theEthereal 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.
----
*
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around the
*
* PoisonousPerson: They are spiders, what else did you expect?
* SpiderPeople: These spiders have the faces of humans.
Changed line(s) 450,453 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:'''
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
[[/folder]]
[[folder:Destrachan]]
->'''Type:''' Aberration
->'''Level:''' 8
Changed line(s) 455,461 (click to see context) from:
->'''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]].
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 uglyLarge
Sadistic monstersthat 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.
Web lurkers are ugly
Sadistic monsters
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 463,466 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control 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 outone 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]].
* 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
* 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]].
Changed line(s) 469,472 (click to see context) from:
[[folder:Flail Snail]]
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
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.
Changed line(s) 475,477 (click to see context) from:
* 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.
* 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: Theflail 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 useddevourer is destroyed or forced to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.release it.
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The
* CombatTentacles: The spiny tentacles which give the flail snail its name can be used
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.
Changed line(s) 480,486 (click to see context) from:
[[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.
-> '''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:
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 488,489 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reachesBirdPeople: 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.
* CreepyGood: They are aberrations from the most distant reaches
Changed line(s) 492,494 (click to see context) from:
[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13
-> '''Type:''' Aberration
->'''Level:''' 13
to:
-> '''Type:''' Aberration
->'''Type:''' Beast
->'''Level:'''
Changed line(s) 496,498 (click to see context) from:
->'''Size:''' Huge
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
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.
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Trunked, blue-furred camel-like creatures that feed on magic.
Changed line(s) 500,502 (click to see context) from:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
to:
* CombatTentacles: It attacks mainly 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 invisiblesave or ethereal creatures.lose a property or point of enhancement bonus.
*
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible
Changed line(s) 505,512 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
-> '''Type:''' Ooze
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Strange, cubical oozes that seem
->'''Type:''' Humanoid (elf)
The descendants of the elves who chose not to
With the
Changed line(s) 514,524 (click to see context) from:
* 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.
* 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 theirsymbiotic 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: BesidesOGL 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 mostcommonly 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 immortalitynoteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on thepart 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 thanforesight.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.
*
* CardCarryingVillain: These guys developed vegepygmies so that even their
*
* 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
* 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
** 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
* KlingonScientistsGetNoRespect: Drow society is built on the
* {{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
Changed line(s) 527,528 (click to see context) from:
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
-> '''Type:'''
Changed line(s) 531,533 (click to see context) from:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
Screaming masses of misshapen flesh who drive others mad with their cries.
to:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.Large
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 535,538 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther can emit a stream 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.
*
*
*
Changed line(s) 541 (click to see context) from:
[[folder:Gorgon]]
to:
[[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]]
Changed line(s) 543 (click to see context) from:
->'''Level:''' 8
to:
->'''Level:''' 84
Changed line(s) 546,549 (click to see context) from:
* 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:
*
*
*
Changed line(s) 552,556 (click to see context) from:
[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 558,561 (click to see context) from:
* 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.
* 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 strayingorigins make their quest considerably more than a mile away, running to protect them if they difficult.
* CreepyGood: They areattacked.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.
* ExtraEyes: A gray render has six eyes.
* LittleGuyBigBuddy:
* {{Protectorate}}: A gray render often develops an affectionate bond with other creatures, acting as a guardian for them, never straying
* CreepyGood: They are
Changed line(s) 564,567 (click to see context) from:
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 569,571 (click to see context) from:
->'''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.
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 ratherHuge
Apex predators of thealchemical 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.
Some sages theorize that gray oozes are not living organisms, but rather
Apex predators of the
Changed line(s) 573,574 (click to see context) from:
* 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.
* 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 itdangerously 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.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it
*
Changed line(s) 577,578 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:'''
Changed line(s) 581,583 (click to see context) from:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
Burrowing worm-like creatures with high durability against mundane weapons.
to:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.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.
Burrowing worm-like creatures with high durability against mundane weapons.
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.
Changed line(s) 585,586 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles 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, andhooked 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 withDR 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 withhigh 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 onyou.the part of wizards with perhaps more power than foresight.
* 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
*
* 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
** Ebony cubes are crossed with
** 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
Changed line(s) 589,593 (click to see context) from:
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
to:
->'''Type:''' Fiend
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 595 (click to see context) from:
* 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.
* 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.
Changed line(s) 598,603 (click to see context) from:
[[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.
->'''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:
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:'''
Living machines created by the axiomites
->'''Size:''' Large
* BrutishBulls: They're foul-tempered, armor-plated bulls whose standard reaction to
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.
* 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
Changed line(s) 605,613 (click to see context) from:
* 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
* 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: Theirnumbers 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'sinnocent 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 whichguardian 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
*
* LittleGuyBigBuddy: Their
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials,
* ProfessionalKiller: Usually, a transgression that needs an inevitable's
*
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which
!!Novenarut
[[/folder]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 616 (click to see context) from:
Inevitables that arbitrate duels and formalized combat and enforce their outcomes.
to:
Changed line(s) 618,622 (click to see context) from:
* 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
* 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
*
!!Kastamut
[[/folder]]
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 625,629 (click to see context) from:
* 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
* 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 aculture'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 speculateCR 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
* MadeOfIron: They're a
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate
!!Zelekhut
[[/folder]]
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:'''
->'''Alignment:''' ChaoticEvil
Deleted line(s) 631,632 (click to see context) :
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
Changed line(s) 634,642 (click to see context) from:
* 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.
* 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 chainshowler'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 fromtheir 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.
* ChainPain: Their primary weapons are the barbed chains
[[/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
* 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.
Changed line(s) 644,648 (click to see context) from:
* 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
* 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 theirtargets 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, theirongoing 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, aproper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guidingtransgression 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
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their
* MechanicalLifeforms: Although inevitables are living outsiders, their
* ProfessionalKiller: Usually, a
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
!!Valharut
* {{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:'''
Changed line(s) 650 (click to see context) from:
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
Changed line(s) 652,655 (click to see context) from:
* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.
!!Kolyarut
->'''Level:''' 12
!!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 ashaft.
!!Kolyarut
dirty trick on them.)
!!Kastamut
->'''Level:'''12 6
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a
!!Kolyarut
!!Kastamut
->'''Level:'''
Deleted line(s) 657,658 (click to see context) :
Inevitables that enforce oaths and binding agreements.
Changed line(s) 660,664 (click to see context) from:
* 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
* 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 thistrope 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
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.
!!Yarahkut
!!Zelekhut
->'''Level:'''
Changed line(s) 666 (click to see context) from:
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.
to:
Inevitables that
Changed line(s) 668,676 (click to see context) from:
* 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.
* 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 withpreventing 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 thatprotect 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.
* 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
* 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]]
!!Impariut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 678,683 (click to see context) from:
* 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
* 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 withtargets 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.
* ShockAndAwe: A marut's fists strike with
!!Hykariut
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.
!!Valharut
->'''Level:'''
->'''Size:'''
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.
Changed line(s) 685,689 (click to see context) from:
* 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
!!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.
!!Rokyamut
!!Kolyarut
->'''Level:'''
->'''Size:'''
Inevitables that enforce oaths and binding agreements.
Changed line(s) 691,699 (click to see context) from:
* 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.
* 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 canconjure 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 thatprotect 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.
* MasterOfDisguise: Kolyaruts can
* 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
!!Yarahkut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 701,714 (click to see context) from:
* 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.
* 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 andfalling into the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foeswrong 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.
* 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
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes
[[/folder]]
[[folder:Iron Cobra]]
-> '''Type:''' Construct
* 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:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.
Changed line(s) 716,724 (click to see context) from:
* 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
* 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
*
[[/folder]]
[[folder:Jackalwere]]
->'''Type:''' Beast
!!Hykariut
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Changed line(s) 726,735 (click to see context) from:
* 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
* 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 themMakeAnExampleOfThem: 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
* ForcedSleep: They can force other creatures to go to sleep by looking them
* 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
!!Rokyamut
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Changed line(s) 737 (click to see context) from:
* 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 throwit 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 toproduce 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.
* 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
* 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
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
Changed line(s) 740,748 (click to see context) from:
[[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.
!!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:
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Metal serpents made to serve as
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
* 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.
----
* 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.
----
Changed line(s) 873,880 (click to see context) from:
[[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.
[[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:
[[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
The wise, [[AlwaysLawfulGood good-aligned]] [[GoodCounterpart counterparts]] of the
Changed line(s) 882,917 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
[[/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.
* 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 willfind 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 thansometime 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 mostclever 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 piecesrespected 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
PowerfulSmall to Colossal
The metallics ''par excellence'', gold dragons are creatures of immense power anddangerous 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.
* FaceHeelTurn: Metallic dragons will
* 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
* IWorkAlone: The mimic has no understanding of community or companionship,
* GoldSilverCopperStandard: Gold dragons are the most
* 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
[[/folder]]
[[folder:Mohrg]]
[[quoteright:264:https://static.
!!Gold Dragon
[[quoteright:350:https://static.tvtropes.
[[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:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Powerful
The metallics ''par excellence'', gold dragons are creatures of immense power and
Changed line(s) 919,940 (click to see context) from:
* 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.
* 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 andout needs to be taken down.
* KnockoutGas: Older dragons can use these instead of theirmouths.
* ItCanThink: Despitefire breath to incapacitate their desperate need to kill enemies.
* IncorruptiblePurePureness: Unlike other metallics, theyemploy 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 mostdangerous opponent first likely of the metallic dragons to go [[TautologicalTemplar off the deep end]].
* LightEmUp: Ancient andpreferring 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 tostrike 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 fromleast 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 theirmouth 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 longtongue.
* 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 ratherfollow 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 whoSmall 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 livein 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''.
*
* GoodIsNotDumb: They're typically clever enough to know when to know when someone is too far gone to be redeemed and
* KnockoutGas: Older dragons can use these instead of their
* ItCanThink: Despite
* IncorruptiblePurePureness: Unlike other metallics, they
* KnightInShiningArmor: Their main shtick is hunting down evil, no matter where it lurks. Unfortunately, this makes them the most
* LightEmUp: Ancient and
* LightIsGood: The golds are the most noble dragons and the ones most associated with light.
* MyGrandsonMyself: Gold dragons often take on humanoid guises to
* NiceJobBreakingItHero: They arise from
*
*
* TheRedeemer: If a villain has a shred of humanity left in their
!!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
* TheParalyzer: Their tongue paralyzes people,
* 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
** 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
-> '''Type:''' Dragon
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Titanic flying creatures who
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
Changed line(s) 942,951 (click to see context) from:
* 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.
[[/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 arelit 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 infact, 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 capableTiny to Gargantuan
Brass dragons are intensely social creatures, and greatly enjoy the company ofdisabling 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.
* CloserToEarth: They have probably the best understanding of the
* 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
* 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
[[/folder]]
[[folder:Necrophidius]]
->'''Type:''' Construct
-> '''Type:''' Dragon
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Stealthy but simple minded constructs capable
Brass dragons are intensely social creatures, and greatly enjoy the company of
Changed line(s) 953,963 (click to see context) from:
* 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.
[[/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 askeletal 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.
* 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
[[/folder]]
[[folder:Neothelid]]
* SummonMagic: Brass dragon great wyrms can summon a noble djinni once a day.
!!Copper Dragon
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Aberration
[[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:'''
->'''Alignment:'''
->'''Size:''' Tiny to Gargantuan
Changed line(s) 965,973 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
to:
* CannibalismSuperpower: Neothelids who consume 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 oftheir kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not''abilities themed around forcing others to laugh.
* ThePrankster: Of theoriginal, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids non-malicious sort, considering they are an aberrant part good aligned.
* WeakButSkilled: They are the weakest of thelife 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 themind 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 measuredin 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 toabsorb losses in population create vortexes and the death of tidal waves.
* MisunderstoodLonerWithAHeartOfGold: Solitary, evena single neothelid by dragon standards, but firmly good nonetheless.
* ShockAndAwe: Their BreathWeapon is adisaster, 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: Neothelidselectricity. In addition, old bronze dragons are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport assurrounded 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.
* 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
* {{Expy}}: ''Not''
* ThePrankster: Of the
* WeakButSkilled: They are the weakest of the
!!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
* {{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
----
* 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
* MisunderstoodLonerWithAHeartOfGold: Solitary, even
* ShockAndAwe: Their BreathWeapon is a
* 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
* {{Teleportation}}: All neothelids can teleport as
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Changed line(s) 976,979 (click to see context) from:
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
->'''Level:''' 5
to:
[[quoteright:802:https://static.
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Ooze
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 981,983 (click to see context) from:
->'''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.
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 massesMedium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form ofprotoplasm 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.
Animate masses
An old RPG favorite, [[ChestMonster mimics]] can take the form of
Changed line(s) 985 (click to see context) from:
* 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 onlydissolves 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, andpractically 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.
* 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
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 988,994 (click to see context) from:
[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures that revel in their role as scavenger and garbage disposal.
->'''Type:''' Aberration
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Creatures that revel in their role as scavenger and garbage disposal.
to:
->'''Type:''' Aberration
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures
Powerful and dangerous undead that
Changed line(s) 996,997 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
* ArchEnemy: Ofalths' domains typically overlap 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 withthose 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 fleshan 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 particularlyenjoy 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.
* DemBones: They resemble normal undead skeletons, except with
* 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
** 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
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
Changed line(s) 1000,1007 (click to see context) from:
[[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.
[[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:
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how
Titanic flying creatures who live in the
Changed line(s) 1009,1026 (click to see context) from:
* 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.
* 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 tameThatsNoMoon: 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 distinguishedlit 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 hassix 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 coatedare, 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.
* 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
* 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
** The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
** The great hook-clawed owlbear has
** The Maelstrom is home to the highly mutable screaming owlbears,
** 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
** 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.
Changed line(s) 1029,1031 (click to see context) from:
[[folder:Remorhaz]]
->'''Type:''' Beast
->'''Level:''' 7
->'''Type:''' Beast
->'''Level:''' 7
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1033,1035 (click to see context) from:
->'''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.
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 injuryLarge
Stealthy but simple minded constructs capable of disabling opponents with paralysis orstarvation 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.
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
Stealthy but simple minded constructs capable of disabling opponents with paralysis or
Changed line(s) 1037,1040 (click to see context) from:
* 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.
* 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 goutsthe shape of flame and granting and permanently scorching aura.a skeletal snake.
* 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
Changed line(s) 1043,1045 (click to see context) from:
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Type:''' Construct
->'''Level:''' 11
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 1047,1049 (click to see context) from:
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
Abyssal constructs built to hunt down those who betray their demonic masters.
to:
->'''Size:''' Huge
Abyssal constructs built to hunt down thoseGargantuan
Creatures of immense power whobetray 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.
Abyssal constructs built to hunt down those
Creatures of immense power who
Changed line(s) 1051,1056 (click to see context) from:
* 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.
* 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 alarge, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes can fire four kindssignificant 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 fromthe protoplasmic rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh ofthe Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One ofits 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 petrifyneothelids 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 ofits 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.
* {{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
* EyeBeams: The retriever's eyes can fire four kinds
* FleshGolem: Retrievers are made from
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of
* GiantSpider: The retriever isn't a spider itself, but it's made in the shape of an elephant-sized spider.
* LightningGun: One of
* TakenForGranite: A retriever can petrify
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Changed line(s) 1059,1062 (click to see context) from:
[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
->'''Type:''' Aberration
->'''Level:''' 10
->'''Alignment:''' ChaoticEvil
to:
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1065 (click to see context) from:
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
to:
Changed line(s) 1067,1068 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers are particularly interested in 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 bepractically nothing more than a large stalactite, stalagmite, or pillar of ice.else.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be
Changed line(s) 1071,1072 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
Changed line(s) 1074 (click to see context) from:
->'''Level:''' 3 (normal), 6 (rust lord)
to:
->'''Level:''' 3 (normal), 6 (rust lord)4
Changed line(s) 1076,1078 (click to see context) from:
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
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 treasureLarge
Creatures that revel in their role as scavenger andequipment.garbage disposal.
Monsters greatly feared not for what they do to people, but what they do to treasure
Creatures that revel in their role as scavenger and
Changed line(s) 1080,1081 (click to see context) from:
* 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.
* 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 muchArchEnemy: 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 aparty's worth of high-end gear into a pile of rust.living waste disposal system.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and can't do much
* MundaneUtility: More than one city keeps otyughs in its sewers as a
Changed line(s) 1084,1091 (click to see context) from:
[[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.
[[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:
[[quoteright:274:https://static.
[[quoteright:270:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out
Owlbears are ferocious chimeras of
Changed line(s) 1093,1100 (click to see context) from:
* 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.
* 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: Betweenpass 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 tomundane 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 magicalattacks, 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 canquickly 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 ithard 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 fromhasn'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 noteda 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 haveno 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 livingbeings, drain chaos as natural animals.
** Siege owlbears are massive, vicious beasts bred for war by thelife 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 fromthem 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 withthe 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.
*
* DemonicSpiders: Between
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to
* 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
* MonsterProgenitor: Owlbears can
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it
* EvilIsPetty: Shadows can arise spontaneously from
* ForTheEvulz: It's noted
* 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
** 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
** Siege owlbears are massive, vicious beasts bred for war by the
** 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
* 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
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
Changed line(s) 1103,1105 (click to see context) from:
[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:''' 6
->'''Type:''' Plant
->'''Level:''' 6
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1107,1109 (click to see context) from:
->'''Size:''' Large
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
to:
->'''Size:''' Large
MassesSmall
Subterranean fey who accidentally spawned the dero, plenty ofvegetation 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.
Masses
Subterranean fey who accidentally spawned the dero, plenty of
Changed line(s) 1111 (click to see context) from:
* 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.
*
Changed line(s) 1114,1117 (click to see context) from:
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
Changed line(s) 1120 (click to see context) from:
* 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.
* InvisibilityFlicker: Quicklings are naturally invisible when motionless, they rarely contain themselves, and bob and twitch while standing and talking to other creatures.
Changed line(s) 1123,1133 (click to see context) from:
[[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]].
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stirge.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Scourges of swamps
Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and
Their 1e stats can be found in ''Bestiary''
Their 2e stats can be found in ''Bestiary (2e)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=51 here]].
Changed line(s) 1135,1137 (click to see context) from:
* 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.
* 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 afantastic 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.
* 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
* 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'',
Changed line(s) 1140,1146 (click to see context) from:
[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
->'''Type:''' Aberration
->'''Level:''' 18
->'''Alignment:''' TrueNeutral
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Legendary beasts renowned for
Abyssal constructs built to hunt down those who betray their
Changed line(s) 1148,1150 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: A thessalhydra's snake heads AnimalMecha: The retriever is a large, spider-like construct built by demon lords.
* EyeBeams: The retriever's eyes canspit 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 versionsfire 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 withwrithing snake necks.one of its deadly magical rays.
* EyeBeams: The retriever's eyes can
* 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
* 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
Changed line(s) 1153 (click to see context) from:
[[folder:Thought Eater]]
to:
Changed line(s) 1155,1159 (click to see context) from:
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Level:''' 2
10
->'''Alignment:'''TrueNeutral
ChaoticEvil
->'''Size:'''Tiny
TinyLarge
Ambush predatorsfrom 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.
->'''Alignment:'''
->'''Size:'''
Tiny
Ambush predators
Changed line(s) 1161 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some 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.
* 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.
Changed line(s) 1164,1170 (click to see context) from:
[[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.
-> '''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:
-> '''Type:'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Amorphous creatures halfway between liquid
Monsters greatly feared not for what they do to people, but what they do to treasure and
Changed line(s) 1172 (click to see context) from:
* 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 andare 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.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures and
Changed line(s) 1175,1181 (click to see context) from:
[[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.
-> '''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:
-> '''Type:''' Fungus
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
When creatures are killed by an infection
Commonly found haunting tombs or other dark, abandoned places, shadows drain the life out of
Changed line(s) 1183,1189 (click to see context) from:
* 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
* 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 veryhumanoid, and are born hard for low-level parties that can't TurnUndead to deal with.
* EvilIsPetty: Shadows can arise spontaneously fromrusset 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 ofvictims 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 bya 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
* 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
* EvilIsPetty: Shadows can arise spontaneously from
*
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence of
* 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
* 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
[[/folder]]
[[folder:Shambling Mound (Shambler)]]
->'''Type:''' Plant
->'''Level:'''
Changed line(s) 1191,1193 (click to see context) from:
->'''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.
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 chanceLarge
Masses ofproducing thorny offspring.vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
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
Masses of
Changed line(s) 1195,1197 (click to see context) from:
* 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.
* 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.
* 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.
Changed line(s) 1200,1202 (click to see context) from:
[[folder:Violet Fungus]]
-> '''Type:''' Fungus
->'''Level:''' 3
-> '''Type:''' Fungus
->'''Level:''' 3
to:
-> '''Type:''' Fungus
->'''Type:''' Ooze
->'''Level:'''
Changed line(s) 1204 (click to see context) from:
->'''Size:''' Medium
to:
->'''Size:''' MediumSmall
Changed line(s) 1206 (click to see context) from:
* 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.
Changed line(s) 1209,1214 (click to see context) from:
[[folder:Viper Vine]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vipervine.png]]
-> '''Type:''' Plant
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
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]].
Changed line(s) 1216 (click to see context) from:
* 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 theconsumption 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.
* HorseOfADifferentColor: The Court of Ether breeds bloodseekers to enormous sizes to serve as cavalry mounts for warriors without wings.
* WritingAroundTrademarks: ''Stirge'' is the
Changed line(s) 1219,1221 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
-> '''Type:''' Aberration
->'''Level:''' 8
to:
-> '''Type:'''
->'''Type:''' Aberration
->'''Level:'''
Changed line(s) 1223,1225 (click to see context) from:
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
Stealthy predators that puppeteer corpses as bait for future prey.
to:
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as baitGargantuan
Legendary beasts renowned forfuture prey.their speed and savagery.
Stealthy predators that puppeteer corpses as bait
Legendary beasts renowned for
Changed line(s) 1227 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: 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 atree 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 asmall 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.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a
* 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
Changed line(s) 1230,1231 (click to see context) from:
[[folder:Worm That Walks]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
->'''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]]
Changed line(s) 1233,1237 (click to see context) from:
->'''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.
->'''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 swarmsMedium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most ofvermin that fed upon their corpses.time seeking prey.
->'''Alignment:'''
->'''Size:'''
Evil spellcasters who persist after death by inhabiting the swarms
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of
Changed line(s) 1239,1240 (click to see context) from:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
to:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, 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.
* 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]]...
Changed line(s) 1243,1245 (click to see context) from:
[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:'''
->'''Level:''' 0
Changed line(s) 1247,1248 (click to see context) from:
->'''Level:''' 6
->'''Size:''' Medium
->'''Size:''' Medium
to:
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.
Changed line(s) 1250,1255 (click to see context) from:
* EatDirtCheap: They eat almost exclusively minerals.
[[/folder]]
[[folder:Yellow Musk Creeper]]
-> '''Type:''' Plant
->'''Level:''' 2
[[/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: Theyeat 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
* SpawnBroodling: Vegepymies are born from corpses of victims killed by a dangerous fungus called russet mould.
* TheSpeechless: They
[[/folder]]
[[folder:Yellow Musk Creeper]]
!!Thorny
-> '''Type:'''
->'''Level:'''
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
----
* 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
----
Is there an issue? Send a MessageReason:
None
Changed line(s) 79,85 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/aurumvorax.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Highly aggressive creatures who enjoy gnawing metal items.
Changed line(s) 87,90 (click to see context) from:
* 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.
* 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 referencesFesteringFungus: 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 eatthoroughly 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''.
* MeaningfulName: Their common name and the synonymous appellation the dwarves use for them, "golden gorgers", are dual references
* MetalMuncher: A bit of a variation. They don't eat
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.
Changed line(s) 93,95 (click to see context) from:
[[folder:Balor (Fire Demon)]]
->'''Type:''' Fiend (Demon)
->'''Level:''' 20-25
->'''Type:''' Fiend (Demon)
->'''Level:''' 20-25
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:''' TrueNeutral
Deleted line(s) 97,100 (click to see context) :
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.
Changed line(s) 102,109 (click to see context) from:
* 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.
* 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 opportunityAnimalAssassin: 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 objectssee, 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.
* BloodKnight: If presented with an opportunity
*
* AGodAmI: Some balor lords view themselves as objects
*
* 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.
Changed line(s) 112,118 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Animal
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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.
Highly aggressive creatures who enjoy gnawing metal items.
Changed line(s) 120,125 (click to see context) from:
* 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.
* 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 lifeGratuitousLatin: 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 aMeaningfulName: Their common territory, one will typically end up killing name and eating the others.
* VoluntaryShapeshifting: They can take onsynonymous 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 andexult in the hunt.some speculate that they may still derive some nutrition from it.
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.
* DespotismJustifiesTheMeans: Barghests' entire goal in life
*
* MonsterLord: Greater barghests often seek out a goblinoid tribe to rule over.
* MonstrousCannibalism: If multiple barghests find themselves sharing a
* VoluntaryShapeshifting: They can take on
* 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
* VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.
Changed line(s) 128,135 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Large spidery predators from the Outer Rifts. Created by the qlippoth lord Mazmezz before she became one
The most powerful non-unique demons, serving as rulers of their kind.
As of the
Changed line(s) 137,145 (click to see context) 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.
* 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: Againstsky. 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 clawsWreathedInFlames: 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.
*
*
* 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.
*
* HunterOfMonsters: Against
*
* 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
Changed line(s) 148,155 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Alignment:'''
->'''Size:'''
Behirs
With the Remaster, this version of barghests no longer exist, as they were carried over from Dungeons and Dragons. The new barghests are
Changed line(s) 157,162 (click to see context) 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.
* 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:
* 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
* FantasticRacism: Many behirs carry deep grudges against dragons
* HairTriggerTemper: A behir is very territorial
* UndergroundMonkey: A variant of behirs with silvery scales, an icy breath weapon and cold resistance, known as frostcrawlers, are known to inhabit
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.
Changed line(s) 165,173 (click to see context) from:
[[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]].
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Type:''' Fungus
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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]].
Changed line(s) 175,176 (click to see context) from:
* 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.
* 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 theextreme, 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 formhallucinations 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.
* SpiderSwarm: One of the
* SuperSmoke: A belker can switch from its normal form
Changed line(s) 179,181 (click to see context) from:
[[folder:Berbalang]]
->'''Type:''' Undead
->'''Level:''' 6
->'''Type:''' Undead
->'''Level:''' 6
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 183,185 (click to see context) from:
->'''Size:''' Medium
Cunning but ultimately cowardly undead.
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.
Cunning but ultimately cowardly undead.
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.
Changed line(s) 187 (click to see context) from:
* 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 isunconscious 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 andhelpless. If the body is slain, the spirit body immediately dies melt.
* SpellBlade: Their claws count aswell.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.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food is
* 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
* SpellBlade: Their claws count as
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.
Changed line(s) 190,193 (click to see context) from:
[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
->'''Level:''' 7
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
->'''Level:''' 7
to:
[[quoteright:385:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
Changed line(s) 197 (click to see context) from:
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:
Changed line(s) 199,200 (click to see context) from:
* 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.
* 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.
* 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:
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.
Changed line(s) 203,208 (click to see context) from:
[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small
Frog-like creatures whose gaze can emit a blinding light.
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small
Frog-like creatures whose gaze can emit a blinding light.
to:
->'''Type:''' Animal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:'''
->'''Alignment:''' NeutralEvil
->'''Size:'''
Frog-like
Violently xenophobic and nomadic creatures
Their stats can
Changed line(s) 210,211 (click to see context) from:
* 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.
* 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 modulateAbsoluteXenophobe: 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 canflee.switch from its normal form to one of pure smoke or back again.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows them to modulate
* SuperSmoke: A belker can
Changed line(s) 214,217 (click to see context) from:
[[folder:Blink Dog]]
->'''Type:''' Beast
->'''Level:''' 2
->'''Alignment:''' LawfulGood
->'''Type:''' Beast
->'''Level:''' 2
->'''Alignment:''' LawfulGood
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
Cunning but ultimately cowardly undead.
Changed line(s) 220,221 (click to see context) from:
* 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.
* 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 downseparates 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.
* UndyingLoyalty: Blink dogs are fiercely loyal, defending their own pack or friends to the death, and maintaining oaths handed down
Changed line(s) 224,231 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:385:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Exposure
These oozes are the scavengers of the underworld, scouring caves for objects to
Changed line(s) 233,247 (click to see context) from:
* 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.
* 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 replaysbrown 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.
*
* 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
* 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.
Changed line(s) 250,256 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Animal
->'''Level:'''
->'''Size:'''
Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.
Frog-like creatures whose gaze can emit a blinding light.
Changed line(s) 258,263 (click to see context) from:
* 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.
* 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 capableparticularly 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 allowsbulettes 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: Bulettescan 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.
* ExtremeOmnivore: They have six stomachs, each capable
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows
* FastTunnelling: Bulettes
* 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.
Changed line(s) 266,268 (click to see context) from:
[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Animal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Animal
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:'''
->'''Alignment:''' LawfulGood
Deleted line(s) 271,272 (click to see context) :
Subterranean predators that snag prey with lines of web.
Changed line(s) 274,276 (click to see context) from:
* 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.
* 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.
*
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist,
Changed line(s) 279,282 (click to see context) from:
[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
to:
[[quoteright:250:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
Changed line(s) 284,286 (click to see context) from:
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
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.
Subterranean predators who hunt the weak or isolated.
Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.
Changed line(s) 288,289 (click to see context) from:
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
to:
* CreepilyLongArms: 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 areabnormally 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 ina 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.
* 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
*
* 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
* 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.
Changed line(s) 292,299 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Armored
Ravenous burrowing predators
Changed line(s) 301,305 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive TheBerserker: Bulettes have a notorious disregard for self-preservation and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-likewill 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' physicalflesh, 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 theywill 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 theflesh 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.
* GiantEnemyCrab: Chuuls are crustacean-like
*
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
* FastTunnelling: Bulettes can move through solid earth as swiftly as if they
* 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:
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the
Changed line(s) 308,314 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticNeutral
->'''Size:'''
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
Subterranean predators that snag prey with lines of web.
Changed line(s) 316 (click to see context) from:
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* BrownNote: Cloakers have 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 thathears it.of the real life bolo spider.
* 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
Changed line(s) 319,322 (click to see context) from:
[[folder:Darkmantle]]
->'''Type:''' Beast
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
->'''Type:''' Beast
->'''Level:''' 1
->'''Alignment:''' TrueNeutral
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
Changed line(s) 325,327 (click to see context) from:
* 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.
* 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:
----
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in
* 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.
Changed line(s) 330 (click to see context) from:
[[folder:Delver]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
Changed line(s) 332,335 (click to see context) from:
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
->'''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.
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 338 (click to see context) from:
[[folder:Destrachan]]
to:
Changed line(s) 340,341 (click to see context) from:
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Alignment:''' NeutralEvil
to:
->'''Level:''' 8
5
->'''Alignment:'''NeutralEvilChaoticNeutral
->'''Alignment:'''
Changed line(s) 344 (click to see context) from:
Sadistic monsters with a potent sonic attack.
to:
Changed line(s) 346,351 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense 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.
* 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,
Changed line(s) 354,365 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Type:''' Beast
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Beings who venture beyond
* CastingAShadow: Darkmantles can cloak the
* CombatTentacles: A darkmantle attacks by wrapping its tentacles around the
* UndergroundMonkey: Darkmantles can evolve quickly, resulting in
----
* HumanoidAbomination: A lot of undead count to one degree
* 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.
Changed line(s) 368,373 (click to see context) from:
[[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.
->'''Level:''' 1 (dire corby), 2 (dread corby)
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
----
* BirdPeople: They're muscular, humanoid crows with powerful arms instead of wings.
to:
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
----
* BirdPeople: They're muscular, humanoid crows with powerful arms instead of wings.
Changed line(s) 376,379 (click to see context) from:
[[folder:Disenchanter]]
->'''Type:''' Beast
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Type:''' Beast
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
Changed line(s) 382 (click to see context) from:
Trunked, blue-furred camel-like creatures that feed on magic.
to:
Changed line(s) 384,385 (click to see context) from:
* 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.
* 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 withtheir trunks, leaving its prey.
* ItCanThink: Probably theitems 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 energyattack.
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikesin 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]].
* 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
* ItCanThink: Probably the
* SuperScream: A destrachan can project a blast of sonic energy
* MooksAteMyEquipment: In addition to their magic-draining tongue attacks, any magic weapon that successfully strikes
Changed line(s) 388,394 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Humanoid (elf)
The descendants
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Beings who venture beyond the farthest reaches of the
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.
Changed line(s) 396,404 (click to see context) from:
* 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.
* 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 toDevourers 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 merelybest 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 theimplication 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.
* 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
* 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
* 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
Changed line(s) 407,411 (click to see context) from:
[[folder:Ether Spider]]
-> '''Type:''' Beast
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
-> '''Type:''' Beast
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
-> '''Type:''' Beast
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Changed line(s) 413,416 (click to see context) from:
* 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.
* 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.
* 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.
Changed line(s) 419,421 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Type:''' Beast
Changed line(s) 423,430 (click to see context) from:
->'''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]].
->'''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 monstersLarge
Trunked, blue-furred camel-like creatures thatnot 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.
->'''Size:'''
Web lurkers are ugly monsters
Trunked, blue-furred camel-like creatures that
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 432,435 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control 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 andmagic out of magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" isitems 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 to2e, 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.
* 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
* WritingAroundTrademarks: "Ettercap" is
* MooksAteMyEquipment: In addition to
Changed line(s) 438,442 (click to see context) from:
[[folder:Flail Snail]]
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
to:
-> '''Type:''' Beast
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
[[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.
Changed line(s) 444,446 (click to see context) from:
* 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.
* 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 themback at in order to be taken with anything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to thecaster.
* CombatTentacles: The spiny tentacles which givepoint 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 impossiblyconditions 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.
* 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
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the
* CombatTentacles: The spiny tentacles which give
* StarfishLanguage: Flail snails speak an impossibly
Changed line(s) 449,455 (click to see context) from:
[[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.
-> '''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:
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 457,458 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: Their peculiar appearance 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 areaberrations from spiders, what else did you expect?
* SpiderPeople: These spiders have themost 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.
*
* PoisonousPerson: They are
* SpiderPeople: These spiders have the
Changed line(s) 461 (click to see context) from:
[[folder:Froghemoth]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
Deleted line(s) 463,476 (click to see context) :
->'''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:''' 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
Changed line(s) 478,481 (click to see context) from:
->'''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.
->'''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 oozesMedium
Web lurkers are ugly monsters thatseem 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]].
->'''Size:'''
Strange, cubical oozes
Web lurkers are ugly monsters that
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 483,493 (click to see context) from:
* 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.
* 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" andspell-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, eachSpiderPeople: 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'', andencounters:
** 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 andthus 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.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and
*
* 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
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and
** 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
Changed line(s) 496,498 (click to see context) from:
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 5
-> '''Type:''' Aberration
->'''Level:''' 5
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 500,502 (click to see context) from:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
Screaming masses of misshapen flesh who drive others mad with their cries.
to:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.Large
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 504,507 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther 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 canemit a stream be used to bludgeon potential enemies.
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting ofacidic 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.
* CombatTentacles: The spiny tentacles which give the flail snail its name can
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of
* 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.
Changed line(s) 510,512 (click to see context) from:
[[folder:Gorgon]]
-> '''Type:''' Beast
->'''Level:''' 8
-> '''Type:''' Beast
->'''Level:''' 8
to:
-> '''Type:'''
->'''Level:'''
->'''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
Changed line(s) 514,518 (click to see context) from:
->'''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.
* 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 tomeeting other creatures is to attack them on sight grab and attempt reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it togore, 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.
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
----
*
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to
* SeeTheInvisible: A froghemoth's alien eyes allow it to
* 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.
Changed line(s) 521,523 (click to see context) from:
[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
-> '''Type:''' Beast
->'''Level:''' 8
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:'''
->'''Level:'''
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.
Changed line(s) 527,530 (click to see context) from:
* 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.
* 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 theattention and affection most commonly encountered kinds, numerous strains of these beasts.
* {{Protectorate}}: A gray render often develops an affectionate bondgelatinous 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 thana mile away, running to protect them if they are attacked.foresight.
*
*
* 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
* {{Protectorate}}: A gray render often develops an affectionate bond
** 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
Changed line(s) 533,536 (click to see context) from:
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 540 (click to see context) from:
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:
Changed line(s) 542,543 (click to see context) from:
* 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.
* 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 itdangerously 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.
* 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
*
Changed line(s) 546,548 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 3
-> '''Type:''' Aberration
->'''Level:''' 3
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 550,555 (click to see context) from:
->'''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.
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 aCR 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.
Burrowing worm-like creatures with high durability against mundane weapons.
----
*
* MadeOfIron:
* 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
Changed line(s) 558,561 (click to see context) from:
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
to:
->'''Type:''' Fiend
-> '''Type:''' Beast
->'''Level:'''
->'''Alignment:'''
Changed line(s) 564 (click to see context) from:
* 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.
* 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.
Changed line(s) 567,572 (click to see context) from:
[[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.
->'''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:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
->'''Alignment:'''
Living machines created by
->'''Size:''' Medium
Some sages theorize that gray oozes are not living organisms, but rather the
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.
Changed line(s) 574,582 (click to see context) from:
* 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
* 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 beenmistake 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 madeharmless-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
* DyingRace: The inevitables are on the decline, and have been
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made
*
* {{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
[[/folder]]
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 585 (click to see context) from:
Inevitables that arbitrate duels and formalized combat and enforce their outcomes.
to:
Changed line(s) 587,592 (click to see context) from:
* 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
* 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 thatcover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and evencan 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
* MadeOfIron: They're a CR 3 monster with DR 10 that
* HonorBeforeReason: They personify this trope, and even
!!Kastamut
[[/folder]]
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Changed line(s) 594,601 (click to see context) from:
* 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.
* 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 thepowerfully conservative axiomites to wage war against proteans and the forces of tradition and custom. They oppose sudden, radical changes in chaos.
As of thecourse 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, givingLost 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.
[[/folder]]
[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral
Living machines created by the
As of the
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving
!!Zelekhut
->'''Level:''' 9
->'''Size:''' Large
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
Changed line(s) 603,609 (click to see context) from:
* 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
* 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, theycan 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
*
* 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
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.
!!Impariut
!!Novenarut
->'''Level:'''
Changed line(s) 611 (click to see context) from:
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
to:
Inevitables that
Changed line(s) 613,617 (click to see context) from:
* 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
* 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, guidingEverythingsBetterWithSamurai: 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
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
!!Valharut
* 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:'''
Deleted line(s) 619 (click to see context) :
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.
Changed line(s) 621,627 (click to see context) from:
* 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.
!!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 thatconsists 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 thatenforce oaths chase down criminals fleeing punishments and binding agreements.lawbreakers whom mortal laws cannot touch.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that
!!Kolyarut
!!Zelekhut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 629,635 (click to see context) from:
* 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.
* 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 thatoaths 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 candisguise themselves to move through humanoid land without being detected.
!!Yarahkut
send painful shocks into their targets.
!!Impariut
->'''Level:'''14
10
->'''Size:'''Large
Medium
Inevitables thatstifle magical safeguard responsible governance and scientific developments in cultures not yet ready for them.punish and dethrone corrupt and unlawful rulers.
* ChainPain: Their primary weapons are the barbed chains that
*
* ShockAndAwe: Their chains crackle with electricity, and can
!!Yarahkut
!!Impariut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 637,645 (click to see context) from:
* 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.
* 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 thatadvanced 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
Inevitablesthat 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.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that
* 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]]
!!Valharut
->'''Level:'''
->'''Size:'''
Inevitables
Changed line(s) 647,652 (click to see context) from:
* 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
* 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 poweran 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.
* ShockAndAwe: A marut's fists strike with the power
!!Hykariut
!!Kolyarut
->'''Level:'''
->'''Size:'''
Inevitables that enforce oaths and binding agreements.
Changed line(s) 654,658 (click to see context) from:
* 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
!!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.
!!Rokyamut
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.
!!Yarahkut
->'''Level:'''
->'''Size:'''
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.
Changed line(s) 660,668 (click to see context) from:
* 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.
* 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 ifregions 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 andboundaries 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.
* 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
!!Lhaksarut
* 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:'''
->'''Size:'''
Inevitables that protect the sanctity of life and
Changed line(s) 670,683 (click to see context) from:
* 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.
* 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 flyingactual 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 andmarut'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
* GiantFlyer: A lhaksarut is capable of flying
*
* MultiArmedAndDangerous: Six arms, four for weapons and
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]
[[folder:Iron Cobra]]
-> '''Type:''' Construct
!!Hykariut
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Changed line(s) 685,693 (click to see context) from:
* 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
* 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 cobraMakeAnExampleOfThem: 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
* PoisonousPerson: An iron cobra
[[/folder]]
[[folder:Jackalwere]]
->'''Type:''' Beast
!!Rokyamut
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Changed line(s) 695,697 (click to see context) from:
* 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.
* 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 andcontrol 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.
* 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
*
* 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.
Changed line(s) 700,702 (click to see context) from:
[[folder:Lava Child]]
-> '''Type:''' Humanoid
->'''Level:''' 3
-> '''Type:''' Humanoid
->'''Level:''' 3
to:
-> '''Type:'''
->'''Level:'''
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Changed line(s) 706 (click to see context) from:
* 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 cancough 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.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can
Changed line(s) 709,717 (click to see context) from:
[[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.
!!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:
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
->'''Type:''' Beast
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
* 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.
----
* 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]]
->'''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]]
Changed line(s) 1061,1063 (click to see context) from:
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Type:''' Ooze
->'''Level:''' 4
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 1065 (click to see context) from:
->'''Size:''' Small
to:
->'''Size:''' SmallLarge
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
Masses of vegetation formed after parasitic spores from Akiton infect and grow within an organic host.
Changed line(s) 1067 (click to see context) from:
* 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]]
->'''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]]
Changed line(s) 1122,1124 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
-> '''Type:''' Aberration
->'''Level:''' 8
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 1126,1128 (click to see context) from:
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
Stealthy predators that puppeteer corpses as bait for future prey.
to:
->'''Size:''' Medium
Stealthy predators that puppeteerSmall
When creatures are killed by an infection of russet mold their corpsesas bait for future prey.will split open to disgorge a group of vegepygmies, dangerous humanoid plant creatures with surprising intelligence.
Stealthy predators that puppeteer
When creatures are killed by an infection of russet mold their corpses
Changed line(s) 1130 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first 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 tobe 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 apredator 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 thatthe 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.
* 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
----
* TheParalyzer: They inject a
* SpikeShooter: They can launch clusters of their venomous thorns up to thirty feet away.
* TheSpiny: A thorny's thorny hide causes any creature that
Changed line(s) 1133,1140 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Evil spellcasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
Changed line(s) 1142,1143 (click to see context) from:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
to:
* UndergroundMonkey: Worms 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 consciousnessflesh 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.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness
Changed line(s) 1146,1148 (click to see context) from:
[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
to:
[[quoteright:250:https://static.
[[quoteright:350:https://static.tvtropes.
-> '''Type:'''
->'''Level:''' 13
Changed line(s) 1150,1151 (click to see context) from:
->'''Level:''' 6
->'''Size:''' Medium
->'''Size:''' Medium
to:
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
----
[[/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.
[[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:
None
Changed line(s) 330 (click to see context) from:
[[folder:Delver]
to:
Is there an issue? Send a MessageReason:
None
*** Tojanida -> Tantriog
Changed line(s) 51,53 (click to see context) from:
[[folder:Allip]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/allip_pathfinder.jpg]]
->'''Type:''' Undead
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/allip_pathfinder.jpg]]
->'''Type:''' Undead
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/allip_pathfinder.jpg]]
->'''Type:'''
Changed line(s) 55 (click to see context) from:
->'''Alignment:''' ChaoticEvil
to:
->'''Alignment:''' ChaoticEvilLawfulEvil
Deleted line(s) 57,58 (click to see context) :
Undead created by those who kill themselves out of madness.
Changed line(s) 60,65 (click to see context) from:
* 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.
* 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 babbleEatenAlive: 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 withforcing 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 thesanity 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 mindsEthereal Plane and altered their bodies.
* TalkativeLoon: Allips constantly babble incoherently.forgotten all traces of humanity.
* DrivenToSuicide: What creates them, specifically when the cause is insanity or other madness.
* MindControlMusic: They constantly babble
* MindRape: Attempting to make contact with
* WasOnceAMan: Though once human, adherers have been transformed by hideous processes on the
* OurGhostsAreDifferent: Rather than being spectral copies of the deceased, they're warped specters whose insanity has overwhelmed their minds
* TalkativeLoon: Allips constantly babble incoherently.
Changed line(s) 68,74 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Highly aggressive creatures
Undead created by those who
Changed line(s) 76,79 (click to see context) from:
* 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.
* 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 isLatin 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 theirhabit 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 eatthoughts, 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 andsome speculate that they may still derive some nutrition from it.
altered their bodies.
*VertebrateWithExtraLimbs: Eight-legged mustelids, essentially.TalkativeLoon: Allips constantly babble incoherently.
* DrivenToSuicide: What creates them, specifically when the cause is
*
* MindRape: Attempting to make contact with their
* MetalMuncher: A bit of a variation. They don't eat
* OurGhostsAreDifferent: Rather than being spectral copies of the deceased, they're warped specters whose insanity has overwhelmed their minds and
*
[[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]]
[[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]]
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[[folder:Destrachan]]
to:
Added DiffLines:
->'''Level:''' 9
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
[[/folder]]
[[folder:Destrachan]]
->'''Type:''' Aberration
->'''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]]
->'''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]]
-> '''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]]
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Changed line(s) 101,104 (click to see context) from:
[[folder:Bebilith]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Beast, Fiend
->'''Level:''' 10
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:''' Beast, Fiend
->'''Level:''' 10
to:
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Beast, Fiend
->'''Level:'''
Changed line(s) 106,108 (click to see context) from:
->'''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.
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 theOuter 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.
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
Changed line(s) 110,118 (click to see context) 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.
* 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 foodDespotismJustifiesTheMeans: Barghests' entire goal in life is demons.
* GiantSpider: A bebilith looks like a spider the sizebasically 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 despitetheir 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 andmagic weapons, as well as cold iron eating the others.
* VoluntaryShapeshifting: They can take on the form of goblins (including hobgoblins andgood 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.
*
* FoodChainOfEvil: The bebilith's favourite food
* GiantSpider: A bebilith looks like a spider the size
* HunterOfMonsters: Against demons.
* ItCanThink: They're as smart as people despite
*
*
* MonstrousCannibalism: If multiple barghests find themselves sharing a common territory, one will typically end up killing and
* VoluntaryShapeshifting: They can take on the form of goblins (including hobgoblins and
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.
Changed line(s) 121,129 (click to see context) from:
[[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]].
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Beast, Fiend
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Violently xenophobic and nomadic creatures
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 stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
Changed line(s) 131,132 (click to see context) from:
* 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.
* 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 asthreats, 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: Abelker can switch from its normal form to one of pure smoke or back again.bebilith's claws are especially effective against demon flesh.
* 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
*
* SpellBlade: Their claws count as chaotic and magic weapons, as well as cold iron and good when attacking demons.
* WeaponOfXSlaying: A
Changed line(s) 135,141 (click to see context) from:
[[folder:Berbalang]]
->'''Type:''' Undead
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Cunning but ultimately cowardly undead.
->'''Type:''' Undead
->'''Level:''' 6
->'''Alignment:''' ChaoticEvil
->'''Size:''' Medium
Cunning but ultimately cowardly undead.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_behir.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Cunning but ultimately cowardly undead.
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.
Changed line(s) 143 (click to see context) from:
* 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 andhelpless. 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 thebody is slain, the spirit body immediately dies as well.planet Triaxus.
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.
* BreathWeapon: They can spit lightning.
* FantasticRacism: Many behirs carry deep grudges against dragons and
* 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
* VertebrateWithExtraLimbs: A reptile with twelve legs at a minimum -- some have more.
Changed line(s) 146,148 (click to see context) from:
[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
to:
[[quoteright:385:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Ooze
Changed line(s) 150,153 (click to see context) from:
->'''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.
->'''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 dissolveLarge
Violently xenophobic and nomadic creatures withtheir 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]].
->'''Size:'''
These oozes are the scavengers of the underworld, scouring caves for objects to dissolve
Violently xenophobic and nomadic creatures with
Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
Changed line(s) 155,156 (click to see context) from:
* 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.
* 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 onesAbsoluteXenophobe: 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.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.
Changed line(s) 159,164 (click to see context) from:
[[folder:Blindheim]]
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small
Frog-like creatures whose gaze can emit a blinding light.
->'''Type:''' Animal
->'''Level:''' 2
->'''Size:''' Small
Frog-like creatures whose gaze can emit a blinding light.
to:
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Frog-like creatures whose gaze can emit a blinding light.
Cunning but ultimately cowardly undead.
Changed line(s) 166,167 (click to see context) from:
* 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.
* 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 membranetrance 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.
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane
Changed line(s) 170,177 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:385:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Exposure
These oozes are the scavengers of the underworld, scouring caves for objects to
Changed line(s) 179,193 (click to see context) from:
* 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.
* 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 replaysbrown 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.
*
* 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
* 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.
Changed line(s) 196,202 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bulette.png]]
->'''Type:''' Animal
->'''Level:'''
->'''Size:'''
Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.
Frog-like creatures whose gaze can emit a blinding light.
Changed line(s) 204,209 (click to see context) from:
* 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.
* 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 capableparticularly 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 allowsbulettes 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: Bulettescan 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.
* ExtremeOmnivore: They have six stomachs, each capable
* GlowingEyes: Their eyes constantly emit a bright white light, but blindheims possess a retractable membrane that allows
* FastTunnelling: Bulettes
* 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.
Changed line(s) 212,214 (click to see context) from:
[[folder:Cave Fisher]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Animal
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:''' Animal
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:'''
->'''Alignment:''' LawfulGood
Deleted line(s) 217,218 (click to see context) :
Subterranean predators that snag prey with lines of web.
Changed line(s) 220,222 (click to see context) from:
* 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.
* 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.
*
* TruthInTelevision: Of a sort. While giant crab-spiders most certainly do not exist,
Changed line(s) 225,228 (click to see context) from:
[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
to:
[[quoteright:250:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
Changed line(s) 230,232 (click to see context) from:
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
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.
Subterranean predators who hunt the weak or isolated.
Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.
Changed line(s) 234,235 (click to see context) from:
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
to:
* CreepilyLongArms: 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 areabnormally 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 ina 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.
* 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
*
* 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
* 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.
Changed line(s) 238,245 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Armored
Ravenous burrowing predators
Changed line(s) 247,251 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive TheBerserker: Bulettes have a notorious disregard for self-preservation and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-likewill 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' physicalflesh, 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 theywill 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 theflesh 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.
* GiantEnemyCrab: Chuuls are crustacean-like
*
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical
* FastTunnelling: Bulettes can move through solid earth as swiftly as if they
* 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:
* UndergroundMonkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the
Changed line(s) 254,260 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vermin.jpg]]
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticNeutral
->'''Size:'''
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
Subterranean predators that snag prey with lines of web.
Changed line(s) 262 (click to see context) from:
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* BrownNote: Cloakers have 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 thathears it.of the real life bolo spider.
* 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
Changed line(s) 265 (click to see context) from:
[[folder:Destrachan]]
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
Changed line(s) 267,271 (click to see context) from:
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
->'''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.
->'''Alignment:'''
->'''Size:'''
Sadistic monsters with a potent sonic attack.
Subterranean predators who hunt the weak or isolated.
Changed line(s) 273,278 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills 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 energyPrimalStance: 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.
*
* 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
Changed line(s) 281,288 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
-> '''Type:''' Undead
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Beings
Armored predators who
Changed line(s) 290,292 (click to see context) from:
* 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.
* 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 oranother, 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 frombeyond 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 devourertorment 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 thedevourer 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.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from
* OmnicidalManiac: Devourers threaten all souls with oblivion.
* SoulEating: The souls killed by a devourer
* ToServeMan: Chuuls prefer the
Changed line(s) 295,301 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:'''
The descendants of
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the
With the switch
Changed line(s) 303,311 (click to see context) from:
* 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.
* 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 toBrownNote: 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 implicationthat everything known about drow was essentially (in-universe) fiction written by an author racist against elves.hears it.
* 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
* 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
Changed line(s) 314,317 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:'''
->'''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:'''
Changed line(s) 319,325 (click to see context) from:
->'''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]].
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 uglyLarge
Sadistic monstersthat 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.
Web lurkers are ugly
Sadistic monsters
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 327,330 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control 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 outone 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]].
* 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
* 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]].
Changed line(s) 333,339 (click to see context) from:
[[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.
-> '''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Noble and kind messengers from
Beings who venture beyond the
Changed line(s) 341,342 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reachesHumanoidAbomination: 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.
* CreepyGood: They are aberrations from the most distant reaches
* 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.
Changed line(s) 345,347 (click to see context) from:
[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13
-> '''Type:''' Aberration
->'''Level:''' 13
to:
-> '''Type:''' Aberration
->'''Type:''' Beast
->'''Level:'''
Changed line(s) 349,351 (click to see context) from:
->'''Size:''' Huge
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
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.
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Trunked, blue-furred camel-like creatures that feed on magic.
Changed line(s) 353,355 (click to see context) from:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
to:
* CombatTentacles: It attacks mainly 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 invisiblesave or ethereal creatures.lose a property or point of enhancement bonus.
*
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible
Changed line(s) 358,365 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
-> '''Type:''' Ooze
->'''Level:''' 3
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Strange, cubical oozes that seem
->'''Type:''' Humanoid (elf)
The descendants of the elves who chose not to
With the
Changed line(s) 367,377 (click to see context) from:
* 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.
* 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 theirsymbiotic 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: BesidesOGL 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 mostcommonly 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 immortalitynoteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on thepart 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 thanforesight.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.
*
* CardCarryingVillain: These guys developed vegepygmies so that even their
*
* 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
* 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
** 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
* KlingonScientistsGetNoRespect: Drow society is built on the
* {{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
Changed line(s) 380,381 (click to see context) from:
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
-> '''Type:'''
Changed line(s) 384,386 (click to see context) from:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
Screaming masses of misshapen flesh who drive others mad with their cries.
to:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.Large
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 388,391 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther can emit a stream 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.
*
*
*
Changed line(s) 394,398 (click to see context) from:
[[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
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
->'''Alignment:''' TrueNeutral
to:
[[quoteright:752:https://static.
[[quoteright:300:https://static.tvtropes.
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
Changed line(s) 401 (click to see context) from:
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:
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 403,404 (click to see context) from:
* 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.
* 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 itstransparency, 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.
* 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
* TheParalyzer: A crystal ooze secretes a paralysing slime.
Changed line(s) 407,409 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:''' 3
-> '''Type:''' Aberration
->'''Level:''' 3
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 411,413 (click to see context) from:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
Burrowing worm-like creatures with high durability against mundane weapons.
to:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.Large
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 415,416 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* 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 thatwhich 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.
* CombatTentacles:
* MadeOfIron: They're a CR 3 monster with DR 10 that
* StarfishLanguage: Flail snails speak an impossibly complex sign language consisting of waving tentacles.
Changed line(s) 419,423 (click to see context) from:
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
to:
->'''Type:''' Fiend
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
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.
Changed line(s) 425 (click to see context) from:
* 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 thatcan 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.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that
Changed line(s) 428,433 (click to see context) from:
[[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.
->'''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:
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:'''
Living machines created by the axiomites to wage war against proteans and the forces of chaos.
As
->'''Size:''' Huge
Apex predators of the
Changed line(s) 435,446 (click to see context) from:
* 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.
* 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 connectionsticky 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
InevitablesLarge
Strange, cubical oozes thatarbitrate 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.
*
* 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
!!Novenarut
* 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:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Inevitables
Strange, cubical oozes that
Changed line(s) 448,452 (click to see context) from:
* 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
* 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, andsteel 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 andstructured combat.
* HonorBeforeReason: They personifyweaknesses 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, thistrope, allows them to heal themselves when exposed to fire or extreme heat.
** Sorcerer oozes are cubes with human-level intelligence andeven 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
* 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
* 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
* HonorBeforeReason: They personify
** 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
** Sorcerer oozes are cubes with human-level intelligence and
!!Kastamut
[[/folder]]
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 455,459 (click to see context) from:
* 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
* 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 andcustom. They oppose sudden, radical changes staring eyeballs.
* ExtraEyes: A gibbering mouther is covered inthe 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 andsocial customs.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance ofdisappear 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
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and
* ExtraEyes: A gibbering mouther is covered in
* TooManyMouths: Countless mouths constantly form and
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of
!!Zelekhut
[[/folder]]
[[folder:Gorgon]]
-> '''Type:''' Beast
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 462 (click to see context) from:
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
to:
* 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
[[/folder]]
[[folder:Gray Render]]
-> '''Type:''' Beast
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Large
Changed line(s) 464,470 (click to see context) from:
* 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
* 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: Azelekhut'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 theycan 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
* ExtraEyes: A
*
* {{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
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.
!!Impariut
[[/folder]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 472 (click to see context) from:
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
to:
Some sages theorize that
Changed line(s) 474,478 (click to see context) from:
* 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
* 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
*
!!Valharut
[[/folder]]
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 480 (click to see context) from:
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:
Burrowing worm-like creatures with high durability against
Changed line(s) 482,488 (click to see context) from:
* 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.
!!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 ashaft.
!!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
* MadeOfIron: They're a
!!Kolyarut
[[/folder]]
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Inevitables that enforce oaths and binding agreements.
Changed line(s) 490,496 (click to see context) from:
* 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.
* 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 andoathbreakers 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.
[[/folder]]
[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral
Living machines created by the axiomites to wage war against proteans and
* 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.
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.
Changed line(s) 498,506 (click to see context) from:
* 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.
* 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 thatadvanced 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, andmagic aren't introduced to regions where gameplay-wise they could have count as both outsiders and constructs.
* ProfessionalKiller: Usually, adisruptive 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 inseparate 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 thatprotect 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.
* 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
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and
* ProfessionalKiller: Usually, a
*
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in
!!Marut
[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_marut.png]]
!!Novenarut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 508,513 (click to see context) from:
* 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
* 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: Theydon't make use of actual weapons, instead fighting with their bare fists.
* ShockAndAwe: A marut's fists strike withpersonify 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
* HonorBeforeReason: They
* ShockAndAwe: A marut's fists strike with
!!Hykariut
!!Kastamut
->'''Level:'''
->'''Size:'''
Changed line(s) 515,519 (click to see context) from:
* 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
!!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 hasno 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.
* 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
!!Rokyamut
!!Zelekhut
->'''Level:'''
->'''Size:'''
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
Changed line(s) 521,529 (click to see context) from:
* 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.
* 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 canconjure 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 theirhands 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 thatprotect 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.
* ChainPain: Their primary weapons are the barbed chains that grow from their wrists, which they can
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their
* 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
!!Impariut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 531,544 (click to see context) from:
* 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.
* 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 andTheGoodChancellor: 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 toMedium
Inevitables that, rather than punishing a specific form of transgression, serve asassassins with an interchangeable poison reservoir.Law's soldiers in the direct struggle against the forces of Chaos.
* 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
*
[[/folder]]
[[folder:Iron Cobra]]
-> '''Type:''' Construct
!!Valharut
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Metal serpents made to
Inevitables that, rather than punishing a specific form of transgression, serve as
Changed line(s) 546,558 (click to see context) from:
* 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.
* 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 MagicMedium
Inevitables that enforce oaths andall of its pitfalls.binding agreements.
* 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
!!Kolyarut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic
Inevitables that enforce oaths and
Changed line(s) 560,599 (click to see context) from:
* 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.
* 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 evenoaths 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, theyMasterOfDisguise: 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 calmdisguise 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 smallmove 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 Pathwithout 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 liveLarge
Inevitables that stifle magical and scientific developments inseclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.cultures not yet ready for them.
* AscendedToAHigherPlaneOfExistence: Liches that don't meet violent ends eventually vanish altogether as even
*
* 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
* 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
* 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
* 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
* 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
!!Yarahkut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
Rather than live
Inevitables that stifle magical and scientific developments in
Changed line(s) 601,614 (click to see context) from:
* 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.
* 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 obsessedSchizoTech: {{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 legendtechnology 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
LichesLarge
Inevitables thatbind 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.
* 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
* 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
!!Familial Lich
* 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:'''
->'''Alignment:''' Any Evil
->'''Size:'''
Liches
Inevitables that
Changed line(s) 616,626 (click to see context) from:
* 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.
* 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 outdon'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 therelative'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
* TheParalyzer: Like normal liches they have a paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out
* ShockAndAwe: A marut's fists strike with the
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.
!!Forsaken Lich
!!Hykariut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
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.
Changed line(s) 628,640 (click to see context) from:
* 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.
* 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
* 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
!!Rokyamut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
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.
Changed line(s) 642,653 (click to see context) from:
* 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.
* 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 totheir 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 foesbegin 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
LichesHuge
Inevitables thatfall 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.
*
* TeleportInterdiction: A rokyamut's presence impairs folds in space, causing all teleportation to
* SupernaturalFearInducer: They have a fear aura that leaves foes
!!Demilich
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/demilich_pathfinder.png]]
-> '''Type:''' Undead
!!Lhaksarut
->'''Level:'''
->'''Alignment:''' Evil
->'''Size:'''
Liches
Inevitables that
Changed line(s) 655,669 (click to see context) from:
* 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.
* {{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 freeelemental 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 andskill 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, whichthe 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 stormfoes 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 soulsdirectly 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.
* {{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
*
* IGaveMyWord: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and
* 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
*
* 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
* 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
Changed line(s) 672,674 (click to see context) from:
[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 676,678 (click to see context) from:
->'''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.
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 aberrationSmall
Metal serpents made to serve as assassins withmultiple distinct stages to its life cycle.an interchangeable poison reservoir.
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration
Metal serpents made to serve as assassins with
Changed line(s) 680 (click to see context) from:
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
to:
* MoreDeadlyThanTheMale: The females of this species have one more CR than 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.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
Changed line(s) 683,690 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Type:''' Beast
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Changed line(s) 692,717 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
to:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped TheBeastmaster: They can communicate with the strange belief that they and control regular jackals.
* ForcedSleep: They canone 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 eachforce 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 puzzledgo 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, justlooking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, thoughthem 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 mimicsreverse 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 ifgained 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 mosthumans 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 parodiesof 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.
* ForcedSleep: They can
* 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
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled
* 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
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though
*
* 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.
* 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
* 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
* 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
* 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
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 720,721 (click to see context) from:
[[folder:Mohrg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
to:
[[quoteright:264:https://static.
!!Lich
[[quoteright:350:https://static.tvtropes.
Changed line(s) 723,727 (click to see context) from:
->'''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.
->'''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
PowerfulSame as base creature
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic anddangerous undead that rise from the corpses all of those who killed many people while alive, such as mass murderers or berserkers.its pitfalls.
->'''Alignment:'''
->'''Size:'''
Powerful
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and
Changed line(s) 729,750 (click to see context) from:
* 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.
* 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 offAlwaysChaoticEvil: A justified example, as the most dangerous opponent first and preferring ritual to strike at isolated targets.
* NiceJobBreakingItHero: They arise frombecome 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 pretendsaid 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 asmall 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 thelocal graveyard.
* OverlyLongTongue: Their intestines reformpatience 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 theirmouth 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 agrotesque 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 theirurge 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 aretoll 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 thiscase, artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in theresultant 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 toturn 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 capableSame as base creature
Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo ofdisabling opponents with paralysis or hypnotism.themselves.
* 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
* NiceJobBreakingItHero: They arise from
* NightOfTheLivingMooks: Anyone they kill turns into a zombie, and their favorite trick is to make them pretend
* 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
* CrazyPrepared: Centuries to plan, an incredible intelligence, and the
* OverlyLongTongue: Their intestines reform
* EnemyMine: The most common allies of older liches are other liches who were once their
* 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
* 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:
*
* SanitySlippage: No matter how well-intentioned a lich was going into the process, the passing centuries take their
* 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
* 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
* WhoWantsToLiveForever: They suffer from a tendency to eventually lose all interest in the
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively lose the ability to
[[/folder]]
[[folder:Necrophidius]]
->'''Type:''' Construct
* {{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:'''
->'''Alignment:'''
->'''Size:'''
Stealthy but simple minded constructs capable
Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of
Changed line(s) 752,762 (click to see context) from:
* 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.
[[/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 aremade 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 theshape 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 askeletal 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 viewSame as base creature
Liches that bind themselvesas 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.
* 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
* 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
* 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
[[/folder]]
[[folder:Neothelid]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
!!Familial Lich
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures of immense power who view
Liches that bind themselves
Changed line(s) 764,782 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/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.
* {{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 alarge number of paralyzing touch.
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out theirkin 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'' tothe 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, asSupernaturalFearInducer: 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 bodiesSame as base creature
Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, withthese 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.
* TheParalyzer: Like normal liches they have a
* ResurrectiveImmortality: Rather than grow a new body, familial liches become disembodies spirits that seek out their
* {{Expy}}: ''Not'' to
*
* 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
* 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
!!Forsaken Lich
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Animate masses of protoplasm hued a sickly combination of yellow, orange, and brown. Some ancient cultures would entomb bodies
Not all creatures who attempt to become liches are successful. Those who fail sometimes become forsaken liches, with
Changed line(s) 784,793 (click to see context) from:
* 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.
[[/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 roleSame 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.
[[/folder]]
[[folder:Otyugh]]
->'''Type:''' Aberration
* 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:'''
->'''Alignment:'''
->'''Size:'''
Creatures that revel in their role
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.
Changed line(s) 795,806 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/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.
* 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 atime.
* MundaneUtility: Moresoul 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 aliving 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 chimerasTiny
Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments ofunclear 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.
* SoulJar: They have a
* MundaneUtility: More
* SupernaturalFearInducer: They have a
[[/folder]]
[[folder:Owlbear]]
[[quoteright:270:https://static.
!!Demilich
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Animal
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Owlbears are ferocious chimeras
Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the remaining fragments of
Changed line(s) 808,825 (click to see context) from:
* 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.
* 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 areused 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 preybody to pass below them, at crumble.
* {{Curse}}: They have an ability called Greater Bestow curse, whichpoint 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 theirmeal's head.
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to beartime 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 theirriders.
* 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 traceminds, 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 theFirst 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 theworld 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 ofhis 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 thema 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 amad transmuter and simply some lich's body crumbles so too does their soul cage.
* SuperScream: Their dreaded ''wail of theFirst 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, givingtrap them excellent camouflage in one of their northern homes.
** Darklands owlbears are distinguished by their pale, discolored fur, feathersgems, 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 tothe 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.
* {{Antimagic}}: They have magic immunity in the same vein as golems, with a few exceptions like ''holy smite''.
* AscendedToAHigherPlaneOfExistence: Some demiliches are
* DeathFromAbove: Sloth owlbears hunt by hanging from trees and waiting for suitable prey
* {{Curse}}: They have an ability called Greater Bestow curse, which
* DemBones: Nothing more than a floating skull.
* DontWakeTheSleeper: They spend their
* HorseOfADifferentColor: When orcs can tame one of these beasts, they often seek to train it to bear
* 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
* 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
* HolyBurnsEvil: To fully destroy a demilich, holy water must be pours on its remains while it's in the
* LastChanceToQuit: When roused from its torpor, a demilich rises up to use its ''wail of the
* 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
* MultipleChoicePast: Nobody actually knows where owlbears come from, but it hasn't stopped people from guessing. Theories include them
* SoulEating: They can consume the souls trapped in their gems to heal themselves.
* SoulJar: Formerly, but not anymore. As a
* SuperScream: Their dreaded ''wail of the
*
* 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
** Darklands owlbears are distinguished by their pale, discolored fur, feathers
** 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
** 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.
Changed line(s) 828,834 (click to see context) from:
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
to:
->'''Type:''' Construct
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Abyssal constructs built
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration with multiple distinct stages to
Changed line(s) 836,841 (click to see context) from:
* 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.
* 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 kindsfemales of magical rays, each with a different effect.
* FleshGolem: Retrievers are made fromthis 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.
* EyeBeams: The retriever's eyes can fire four kinds
* FleshGolem: Retrievers are made from
* 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.
Changed line(s) 844,850 (click to see context) from:
[[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.
->'''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:
->'''Type:'''
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers
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
Changed line(s) 852,853 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers 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 thephilosophy 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 orargue 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 suchintriguing prey to escape alive.
* ThatsNoMoon: To all butas 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 undergroundexplorers, 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 alarge stalactite, stalagmite, few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms orpillar 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 ofice.a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the
* 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
* 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
* ThatsNoMoon: To all but
* 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
* 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
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or
* 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
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 856,863 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:264:https://static.tvtropes.
->'''Type:''' Aberration
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monsters greatly feared not for what they do to people, but what they do to treasure
Powerful and
Changed line(s) 865,866 (click to see context) from:
* 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.
* 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 toquickly turn a party's worth of high-end gear one victim per day into a pile another mohrg instead of rust.a zombie.
*
* 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
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[[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.
[[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:
[[quoteright:274:https://static.tvtropes.org/pmwiki/pub/images/shadow_01.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Commonly found haunting tombs
Stealthy but simple minded constructs capable of disabling opponents with paralysis or
Changed line(s) 878,885 (click to see context) from:
* 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.
* 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 developmade 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 presenceshape 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 thema popular minion for necromancers.
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.skeletal snake.
* DemonicPossession: Some greater shadows develop
* 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
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low intelligence and ability to generate spawn makes them
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
Changed line(s) 888,892 (click to see context) from:
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
->'''Type:''' Ooze
->'''Level:''' 4
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.
Changed line(s) 894 (click to see context) from:
* 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 ishit 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.
* {{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
* 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.
Changed line(s) 897,907 (click to see context) from:
[[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]].
[[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:
[[quoteright:350:https://static.
[[quoteright:802:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Scourges
Animate masses of
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]].
Changed line(s) 909,911 (click to see context) from:
* 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.
* 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.
* 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.
Changed line(s) 914 (click to see context) from:
[[folder:Thessalhydra]]
to:
Changed line(s) 916 (click to see context) from:
->'''Level:''' 18
to:
->'''Level:''' 184
Changed line(s) 918,920 (click to see context) from:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
to:
->'''Size:''' Gargantuan
Legendary beasts renowned forLarge
Creatures that revel in theirspeed role as scavenger and savagery.garbage disposal.
Legendary beasts renowned for
Creatures that revel in their
Changed line(s) 922,924 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: 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 reptilesArchEnemy: 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.
* 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
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
Changed line(s) 927,929 (click to see context) from:
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Type:''' Aberration
->'''Level:''' 2
to:
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 931,933 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
Tiny predators fromLarge
Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how theEthereal Plane that feed on thoughts.first of these bizarre monsters came to be.
Tiny predators from
Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their origins abound, but nobody actually known how the
Changed line(s) 935 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As 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 creaturesfeed 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 livingcorporeal 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 froma thought eater's bite loses some of its thoughts.the Ethereal Plane.
* 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
* 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
** 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
Changed line(s) 938,944 (click to see context) from:
[[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.
-> '''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:
-> '''Type:''' Aberration
->'''Type:''' Beast
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Amorphous creatures halfway between liquid
Remorhazes are arctic predators resembling immense, armored centipedes. They possess powerful internal fires, allowing them to breathe flames and
Changed line(s) 946 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, 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 andare often mistaken for vampires in gaseous form.granting and permanently scorching aura.
* 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
Changed line(s) 949,955 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
to:
-> '''Type:''' Aberration
->'''Type:''' Construct
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Stealthy predators that puppeteer corpses as bait for future prey.
Abyssal constructs built to hunt down those who betray their demonic masters.
Changed line(s) 957 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than 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 asmall animal sitting atop it. Only when a predator comes close does it become clear that different effect.
* FleshGolem: Retrievers are made from thesmall 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 thewould-be hunter into shape of an elephant-sized spider.
* LightningGun: One of itsmaw.eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a
* FleshGolem: Retrievers are made from the
* GiantSpider: The retriever isn't a spider itself, but it's made in the
* LightningGun: One of its
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
Changed line(s) 960,967 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_worm_that_walks.png]]
-> '''Type:'''
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Evil spellcasters who persist after death by inhabiting the swarms of vermin
Ambush predators that
Changed line(s) 969,970 (click to see context) from:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
to:
* UndergroundMonkey: Worms that walk arise chiefly by 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.
*
Changed line(s) 973,975 (click to see context) from:
[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
to:
[[quoteright:250:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Level:''' 3 (normal), 6 (rust lord)
Changed line(s) 977,978 (click to see context) from:
->'''Level:''' 6
->'''Size:''' Medium
->'''Size:''' Medium
to:
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
----
* 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
----
Is there an issue? Send a MessageReason:
None
** [[Characters/PathfinderAnimals Animals]]
*** Ankheg -> Ankhrav
*** Purple Worm -> Cave Worm
*** 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]]
[[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]]
->'''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]]
Changed line(s) 168,175 (click to see context) from:
[[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.
[[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:
[[quoteright:250:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Subterranean
Ravenous burrowing predators
Changed line(s) 177,178 (click to see context) from:
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
to:
* CreepilyLongArms: 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 areabnormally 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, andlong.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long armsthe feared, demonic and limber legs.actively evil xenarths.
* 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
* 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
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms
Changed line(s) 181,188 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Armored
Subterranean predators
Changed line(s) 190,194 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive 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 preferhunting 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.
* GiantEnemyCrab:
*
* {{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
Changed line(s) 197 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
Changed line(s) 199,203 (click to see context) from:
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
->'''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 forSmall
Subterranean predators who hunt thealghollthu, cloakers are paranoid to the extreme.weak or isolated.
->'''Alignment:'''
->'''Size:'''
Originally created as spies for
Subterranean predators who hunt the
Changed line(s) 205 (click to see context) from:
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* BrownNote: Cloakers have the ability CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due toemit an infrasonic moan which unnerves anything that hears it.a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to
Changed line(s) 208 (click to see context) from:
[[folder:Destrachan]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
Changed line(s) 210,214 (click to see context) from:
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
->'''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 withSmall (larval), Medium (lesser), Large (mature)
Armored predators who lurk in shallows and swamps and take apotent sonic attack.disturbing degree of pleasure out of tormenting their victims.
->'''Alignment:'''
->'''Size:'''
Sadistic monsters with
Armored predators who lurk in shallows and swamps and take a
Changed line(s) 216,221 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills 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 anddarkness]].
* EyelessFace: A destrachan has no eyesemotional suffering, eating them alive and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting paintaking time before each kill to insult and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thingtorment 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.
*
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and
* EyelessFace: A destrachan has no eyes
* ForTheEvulz: The destrachan enjoys inflicting pain
* ItCanThink: Probably the most dangerous thing
*
Changed line(s) 224,228 (click to see context) from:
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
Changed line(s) 231 (click to see context) from:
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:
Changed line(s) 233,235 (click to see context) from:
* 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.
* 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 forcedability to release emit an infrasonic moan which unnerves anything that hears it.
* 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
Changed line(s) 238,244 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:'''
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.
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
Changed line(s) 246,254 (click to see context) from:
* 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.
* 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 affordedextremely 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, andservants. Female drow hold all positions of power darkness]].
* EyelessFace: A destrachan has no eyes andauthority, is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain andnon-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 withanything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinnedhuman-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 thegame 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]].
* 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
* {{Matriarchy}}: Men have very little status within drow society,
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and
* EyelessFace: A destrachan has no eyes and
* ForTheEvulz: The destrachan enjoys inflicting pain and
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned
* 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
Changed line(s) 257,260 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
-> '''Type:'''
->'''Level:'''
Changed line(s) 262,268 (click to see context) from:
->'''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]].
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 uglyLarge
Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monstersthat 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.
Web lurkers are ugly
Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 270,273 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps 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 humanoidsOmnicidalManiac: Devourers threaten all souls with arthropod eyes, mandibles oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest andmagical control over common spiders.
* WritingAroundTrademarks: "Ettercap" iscan'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.
*
* SpiderPeople: Spider-like humanoids
* SoulEating: The souls killed by a devourer will be trapped within its chest and
* WritingAroundTrademarks: "Ettercap" is
Changed line(s) 276,282 (click to see context) from:
[[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.
-> '''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:
-> '''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
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)
The descendants of the
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
Changed line(s) 284,285 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: 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: Theirpeculiar appearance and origins make fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even theirquest 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 mostdistant reaches noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs ofspace -- 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 arealso 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 whowant 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.
* BodyHorror: Their
* CardCarryingVillain: These guys developed vegepygmies so that even their
*
* 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
* KlingonScientistsGetNoRespect: Drow society is built on the backs of
* {{Matriarchy}}: Men have very little status within drow society, and are
* 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
Changed line(s) 288 (click to see context) from:
[[folder:Froghemoth]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
Deleted line(s) 290,303 (click to see context) :
->'''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:''' 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
Changed line(s) 305,308 (click to see context) from:
->'''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.
->'''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 oozesMedium
Web lurkers are ugly monsters thatseem 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]].
->'''Size:'''
Strange, cubical oozes
Web lurkers are ugly monsters that
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 310,320 (click to see context) from:
* 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.
* 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" andspell-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, eachSpiderPeople: 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'', andencounters:
** 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 andthus 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.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and
*
* 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
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and
** 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
Changed line(s) 323 (click to see context) from:
[[folder:Gibbering Mouther]]
to:
Changed line(s) 325,329 (click to see context) from:
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
->'''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 massesSmall
Noble and kind messengers from the depths ofmisshapen 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.
->'''Alignment:'''
->'''Size:'''
Screaming masses
Noble and kind messengers from the depths of
Changed line(s) 331,334 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy mawsTheCassandra: Their peculiar appearance and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gainsorigins 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.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains
*
Changed line(s) 337,340 (click to see context) from:
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 342,344 (click to see context) from:
->'''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.
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 ratherHuge
Apex predators of thealchemical 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.
Some sages theorize that gray oozes are not living organisms, but rather
Apex predators of the
Changed line(s) 346,347 (click to see context) from:
* 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.
* 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 itdangerously 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.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it
*
Changed line(s) 350,351 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:'''
Changed line(s) 354,356 (click to see context) from:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
Burrowing worm-like creatures with high durability against mundane weapons.
to:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.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.
Burrowing worm-like creatures with high durability against mundane weapons.
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.
Changed line(s) 358,359 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles 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, andhooked 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 withDR 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 withhigh 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 onyou.the part of wizards with perhaps more power than foresight.
* 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
*
* 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
** Ebony cubes are crossed with
** 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
Changed line(s) 362,366 (click to see context) from:
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
->'''Type:''' Fiend
->'''Level:''' 3
->'''Alignment:''' ChaoticEvil
->'''Size:''' Large
to:
->'''Type:''' Fiend
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Screaming masses of misshapen flesh who drive others mad with their cries.
Changed line(s) 368 (click to see context) from:
* 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.
* 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.
Changed line(s) 371,376 (click to see context) from:
[[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.
->'''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:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
->'''Alignment:'''
Living machines created by
->'''Size:''' Medium
Some sages theorize that gray oozes are not living organisms, but rather the
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.
Changed line(s) 378,386 (click to see context) from:
* 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
* 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 beenmistake 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 madeharmless-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
* DyingRace: The inevitables are on the decline, and have been
* MechanicalLifeforms: Although inevitables are living outsiders, their bodies are made
*
* {{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
[[/folder]]
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 389 (click to see context) from:
Inevitables that arbitrate duels and formalized combat and enforce their outcomes.
to:
Changed line(s) 391,396 (click to see context) from:
* 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
* 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 thatcover whirring metallic gears, and serve to officiate duels and structured combat.
* HonorBeforeReason: They personify this trope, and evencan 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
* MadeOfIron: They're a CR 3 monster with DR 10 that
* HonorBeforeReason: They personify this trope, and even
!!Kastamut
[[/folder]]
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Changed line(s) 398,405 (click to see context) from:
* 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.
* 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 thepowerfully conservative axiomites to wage war against proteans and the forces of tradition and custom. They oppose sudden, radical changes in chaos.
As of thecourse 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, givingLost 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.
[[/folder]]
[[folder:Inevitables]]
->'''Alignment:''' LawfulNeutral
Living machines created by the
As of the
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving
!!Zelekhut
->'''Level:''' 9
->'''Size:''' Large
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
Changed line(s) 407,413 (click to see context) from:
* 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
* 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, theycan 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
*
* 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
* OurCentaursAreDifferent: A zelekhut looks like a winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, and can send painful shocks into their targets.
!!Impariut
!!Novenarut
->'''Level:'''
Changed line(s) 415 (click to see context) from:
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
to:
Inevitables that
Changed line(s) 417,421 (click to see context) from:
* 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
* 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, guidingEverythingsBetterWithSamurai: 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
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
!!Valharut
* 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:'''
Deleted line(s) 423 (click to see context) :
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.
Changed line(s) 425,431 (click to see context) from:
* 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.
!!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 thatconsists 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 thatenforce oaths chase down criminals fleeing punishments and binding agreements.lawbreakers whom mortal laws cannot touch.
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that
!!Kolyarut
!!Zelekhut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 433,439 (click to see context) from:
* 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.
* 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 thatoaths 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 candisguise themselves to move through humanoid land without being detected.
!!Yarahkut
send painful shocks into their targets.
!!Impariut
->'''Level:'''14
10
->'''Size:'''Large
Medium
Inevitables thatstifle magical safeguard responsible governance and scientific developments in cultures not yet ready for them.punish and dethrone corrupt and unlawful rulers.
* ChainPain: Their primary weapons are the barbed chains that
*
* ShockAndAwe: Their chains crackle with electricity, and can
!!Yarahkut
!!Impariut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 441,449 (click to see context) from:
* 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.
* 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 thatadvanced 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
Inevitablesthat 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.
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that
* 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]]
!!Valharut
->'''Level:'''
->'''Size:'''
Inevitables
Changed line(s) 451,456 (click to see context) from:
* 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
* 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 poweran 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.
* ShockAndAwe: A marut's fists strike with the power
!!Hykariut
!!Kolyarut
->'''Level:'''
->'''Size:'''
Inevitables that enforce oaths and binding agreements.
Changed line(s) 458,462 (click to see context) from:
* 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
!!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.
!!Rokyamut
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.
!!Yarahkut
->'''Level:'''
->'''Size:'''
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.
Changed line(s) 464,472 (click to see context) from:
* 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.
* 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 ifregions 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 andboundaries 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.
* 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
!!Lhaksarut
* 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:'''
->'''Size:'''
Inevitables that protect the sanctity of life and
Changed line(s) 474,487 (click to see context) from:
* 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.
* 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 flyingactual 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 andmarut'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
* GiantFlyer: A lhaksarut is capable of flying
*
* MultiArmedAndDangerous: Six arms, four for weapons and
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
[[/folder]]
[[folder:Iron Cobra]]
-> '''Type:''' Construct
!!Hykariut
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Changed line(s) 489,501 (click to see context) from:
* 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.
* 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 cobraMakeAnExampleOfThem: 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
* PoisonousPerson: An iron cobra
[[/folder]]
[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
!!Rokyamut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic and all of its pitfalls.
* 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.
----
* 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.
----
Changed line(s) 742,748 (click to see context) from:
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
to:
[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_owlbear.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Abyssal constructs built to hunt down those who betray
Owlbears are ferocious chimeras of unclear origins and violent tempers. Theories on their
Changed line(s) 750,755 (click to see context) from:
* 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.
* 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 canfire 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 magicalrays, 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 differenteffect.
* FleshGolem: Retrieverstypes 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 aremade 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 theprotoplasmic 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.
*
* HorseOfADifferentColor: When orcs can
* 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
* 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
* FleshGolem: Retrievers
** Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
** Darklands owlbears are
** 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
* 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.
Changed line(s) 758,760 (click to see context) from:
[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Type:''' Aberration
->'''Level:''' 10
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 762,764 (click to see context) from:
->'''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.
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 theologistsHuge
Abyssal constructs built to hunt down those whowill engage in complex debates with the creatures they're eating.betray their demonic masters.
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists
Abyssal constructs built to hunt down those who
Changed line(s) 766,767 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers 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 areparticularly interested made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in thephilosophy shape of life and death and the finer points an elephant-sized spider.
* LightningGun: One ofevil religions, and its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever cantalk 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 pillarone of ice.its deadly magical rays.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are
* GiantSpider: The retriever isn't a spider itself, but it's made in the
* LightningGun: One of
* TakenForGranite: A retriever can
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar
Changed line(s) 770,771 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
Changed line(s) 773,777 (click to see context) from:
->'''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.
->'''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 treasureLarge
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers andequipment.theologists who will engage in complex debates with the creatures they're eating.
->'''Alignment:'''
->'''Size:'''
Monsters greatly feared not for what they do to people, but what they do to treasure
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and
Changed line(s) 779,780 (click to see context) from:
* 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.
* 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 creaturesFauxAffablyEvil: 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, aplayer 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.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a
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]]
[[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]]
[[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]]
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)
*** Barbazu (Bearded Devil) -> Vordine (Infantry Devil)
*** Dretch -> Pusk (Sloth Demon)
*** Kyton (Chain Devil) -> Evangelist Velstrac
*** Lemure -> Ort (Drudge Devil)
*** Pit Fiend -> Nessari (Tyrant Devil)
Changed line(s) 59,62 (click to see context) from:
[[folder:Belker]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Level:''' 7
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_belker.PNG]]
->'''Type:''' Fiend (Demon)
->'''Level:'''
->'''Alignment:''' NeutralEvil
Changed line(s) 65,67 (click to see context) from:
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]].
Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
to:
Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
As of the Remaster, they've been replaced by vrolikai as the top dogs of demonkind.
Changed line(s) 69,70 (click to see context) from:
* 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.
* 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 theirterritory.
* 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 toone 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.
* 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
* SuperSmoke: A belker can switch
* MonsterLord: A balor typically commands vast legions of demons.
* PlayingWithFire: Most balors are closely tied to
* WreathedInFlames: Balors are usually wreathed in constantly burning flames that the balors can suppress at will, although they rarely do so.
Changed line(s) 73,75 (click to see context) from:
[[folder:Berbalang]]
->'''Type:''' Undead
->'''Level:''' 6
->'''Type:''' Undead
->'''Level:''' 6
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bebelith_pathfinder.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 77,79 (click to see context) from:
->'''Size:''' Medium
Cunning but ultimately cowardly undead.
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.
Cunning but ultimately cowardly undead.
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.
Changed line(s) 81 (click to see context) from:
* 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 isunconscious 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 andhelpless. If the body is slain, the spirit body immediately dies melt.
* SpellBlade: Their claws count aswell.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.
* ArmorPiercingAttack: Successful claw attacks let them peel apart a target's armor.
* FoodChainOfEvil: The bebilith's favourite food is
* 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
* SpellBlade: Their claws count as
* WeaponOfXSlaying: A bebilith's claws are especially effective against demon flesh.
Changed line(s) 84,86 (click to see context) from:
[[folder:Black Pudding]]
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
[[quoteright:385:https://static.tvtropes.org/pmwiki/pub/images/ooze_blackpudding.png]]
->'''Type:''' Ooze
to:
[[quoteright:385:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Ooze
Changed line(s) 88,91 (click to see context) from:
->'''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.
->'''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 dissolveLarge
Violently xenophobic and nomadic creatures withtheir 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]].
->'''Size:'''
These oozes are the scavengers of the underworld, scouring caves for objects to dissolve
Violently xenophobic and nomadic creatures with
Their stats can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/belker/ here]].
Changed line(s) 93,94 (click to see context) from:
* 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.
* 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 onesAbsoluteXenophobe: 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.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones
* SuperSmoke: A belker can switch from its normal form to one of pure smoke or back again.
Changed line(s) 97,98 (click to see context) from:
[[folder:Bodak]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
Changed line(s) 100 (click to see context) from:
->'''Level:''' 8
to:
->'''Level:''' 86
Changed line(s) 104 (click to see context) from:
Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as bodaks.
to:
Changed line(s) 106,120 (click to see context) from:
* 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.
* 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 undergoAstralProjection: 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 themway, 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 othersbody 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.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and their bones warping even as they undergo
* BrownNote: What created a bodak. They witnessed something so indescribably evil it destroyed them
* 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:
* 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
* 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.
Changed line(s) 123,130 (click to see context) from:
[[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.
[[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:
[[quoteright:250:https://static.
[[quoteright:385:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Subterranean predators who hunt
These oozes are the
Changed line(s) 132,133 (click to see context) from:
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
to:
* CreepilyLongArms: 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 andlong.
* PrimalStance: Chokers walkbrown ones in a hunched stance due to a combination of extra long arms and limber legs.swamps.
* UndergroundMonkey: Variants of black pudding can be found across the world: white ones in the arctic, tan ones in deserts and
* PrimalStance: Chokers walk
Changed line(s) 136,139 (click to see context) from:
[[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)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
->'''Type:''' Aberration
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
to:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
Changed line(s) 141,143 (click to see context) from:
->'''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.
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 shallowsMedium
Exposure to pure, unrestrained evil is sometimes enough to kill andswamps and take a disturbing degree of pleasure out of tormenting their victims.reanimate mortals as bodaks.
Armored predators who lurk in shallows
Exposure to pure, unrestrained evil is sometimes enough to kill and
Changed line(s) 145,149 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive BaldOfEvil: Completely hairless after their transformation.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, andimmobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creaturestheir 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 ahuman.
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: Theyinject paralytic venom yearn to show others the signs they've seen through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoymentdeath 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 andtalk 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 theflesh of intelligent creatures; surface-dwelling chuul prefer Abyss.
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent tohunt 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.
* BodyHorror: Their transformation involves their skin withering, their eyes burning into ash, and
* GiantEnemyCrab: Chuuls are crustacean-like creatures
* 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
*
* 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
* {{Sadist}}: Chuuls take perverse enjoyment
* 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
*
* OurZombiesAreDifferent: A type of corporeal undead that exist primarily within the
* OmnicidalManiac: They hate all living creatures, though they're slightly more ambivalent to
* 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.
Changed line(s) 152 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
Changed line(s) 154,158 (click to see context) from:
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
->'''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 forSmall
Subterranean predators who hunt thealghollthu, cloakers are paranoid to the extreme.weak or isolated.
->'''Alignment:'''
->'''Size:'''
Originally created as spies for
Subterranean predators who hunt the
Changed line(s) 160 (click to see context) from:
* BrownNote: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
to:
* BrownNote: Cloakers have the ability CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due toemit an infrasonic moan which unnerves anything that hears it.a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to
Changed line(s) 163 (click to see context) from:
[[folder:Destrachan]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_chuul.png]]
Changed line(s) 165,169 (click to see context) from:
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
->'''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 withSmall (larval), Medium (lesser), Large (mature)
Armored predators who lurk in shallows and swamps and take apotent sonic attack.disturbing degree of pleasure out of tormenting their victims.
->'''Alignment:'''
->'''Size:'''
Sadistic monsters with
Armored predators who lurk in shallows and swamps and take a
Changed line(s) 171,176 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills 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 anddarkness]].
* EyelessFace: A destrachan has no eyesemotional suffering, eating them alive and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting paintaking time before each kill to insult and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thingtorment 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.
*
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and
* EyelessFace: A destrachan has no eyes
* ForTheEvulz: The destrachan enjoys inflicting pain
* ItCanThink: Probably the most dangerous thing
*
Changed line(s) 179,183 (click to see context) from:
[[folder:Devourer]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Level:''' 11
->'''Alignment:''' NeutralEvil
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:''' Undead
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
Changed line(s) 186 (click to see context) from:
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:
Changed line(s) 188,190 (click to see context) from:
* 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.
* 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 forcedability to release emit an infrasonic moan which unnerves anything that hears it.
* 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
Changed line(s) 193,199 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:'''
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.
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
Changed line(s) 201,209 (click to see context) from:
* 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.
* 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 affordedextremely 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, andservants. Female drow hold all positions of power darkness]].
* EyelessFace: A destrachan has no eyes andauthority, is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain andnon-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 withanything approaching respect.
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinnedhuman-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 thegame 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]].
* 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
* {{Matriarchy}}: Men have very little status within drow society,
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and
* EyelessFace: A destrachan has no eyes and
* ForTheEvulz: The destrachan enjoys inflicting pain and
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with
* OurDarkElvesAreDifferent: Archetypal dark elves -- subterranean, cruel to the point of absurdity, lavender-skinned
* 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
Changed line(s) 212,215 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
-> '''Type:''' Aberration
->'''Level:''' 3
to:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
-> '''Type:'''
->'''Level:'''
Changed line(s) 217,223 (click to see context) from:
->'''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]].
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 uglyLarge
Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monstersthat 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.
Web lurkers are ugly
Beings who venture beyond the farthest reaches of the multiverse and become lost, returning as monsters
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 225,228 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps 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 humanoidsOmnicidalManiac: Devourers threaten all souls with arthropod eyes, mandibles oblivion.
* SoulEating: The souls killed by a devourer will be trapped within its chest andmagical control over common spiders.
* WritingAroundTrademarks: "Ettercap" iscan'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.
*
* SpiderPeople: Spider-like humanoids
* SoulEating: The souls killed by a devourer will be trapped within its chest and
* WritingAroundTrademarks: "Ettercap" is
Changed line(s) 231,237 (click to see context) from:
[[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.
-> '''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:
-> '''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
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)
The descendants of the
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
Changed line(s) 239,240 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: 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: Theirpeculiar appearance and origins make fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even theirquest 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 mostdistant reaches noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs ofspace -- 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 arealso 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 whowant 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.
* BodyHorror: Their
* CardCarryingVillain: These guys developed vegepygmies so that even their
*
* 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
* KlingonScientistsGetNoRespect: Drow society is built on the backs of
* {{Matriarchy}}: Men have very little status within drow society, and are
* 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
Changed line(s) 243 (click to see context) from:
[[folder:Froghemoth]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
Deleted line(s) 245,258 (click to see context) :
->'''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:''' 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
Changed line(s) 260,263 (click to see context) from:
->'''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.
->'''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 oozesMedium
Web lurkers are ugly monsters thatseem 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]].
->'''Size:'''
Strange, cubical oozes
Web lurkers are ugly monsters that
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 265,275 (click to see context) from:
* 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.
* 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" andspell-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, eachSpiderPeople: 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'', andencounters:
** 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 andthus 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.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and
*
* 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
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and
** 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
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[[folder:Gibbering Mouther]]
to:
Changed line(s) 280,284 (click to see context) from:
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
->'''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 massesSmall
Noble and kind messengers from the depths ofmisshapen 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.
->'''Alignment:'''
->'''Size:'''
Screaming masses
Noble and kind messengers from the depths of
Changed line(s) 286,289 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy mawsTheCassandra: Their peculiar appearance and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gainsorigins 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.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains
*
Changed line(s) 292,295 (click to see context) from:
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 297,299 (click to see context) from:
->'''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.
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 ratherHuge
Apex predators of thealchemical 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.
Some sages theorize that gray oozes are not living organisms, but rather
Apex predators of the
Changed line(s) 301,302 (click to see context) from:
* 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.
* 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 itdangerously 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.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it
*
Changed line(s) 305,306 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:'''
Changed line(s) 309,311 (click to see context) from:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
Burrowing worm-like creatures with high durability against mundane weapons.
to:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.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.
Burrowing worm-like creatures with high durability against mundane weapons.
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.
Changed line(s) 313,314 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles 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, andhooked 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 withDR 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 withhigh 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 onyou.the part of wizards with perhaps more power than foresight.
* 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
*
* 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
** Ebony cubes are crossed with
** 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
Changed line(s) 317,322 (click to see context) from:
[[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.
->'''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:
-> '''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:'''
Living machines created by the axiomites to wage war against proteans and the forces
->'''Size:''' Medium
Screaming masses of
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.
Changed line(s) 324,332 (click to see context) from:
* 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
* 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 andreplaced 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, andhave 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
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and
* ExtraEyes: A gibbering mouther is covered in eyes, and
*
* 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
[[/folder]]
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:'''
->'''Alignment:''' TrueNeutral
Changed line(s) 335 (click to see context) from:
Inevitables that arbitrate duels and formalized combat and enforce their outcomes.
to:
Changed line(s) 337,341 (click to see context) from:
* 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
* 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
*
!!Kastamut
[[/folder]]
[[folder:Grick]]
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 344,348 (click to see context) from:
* 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
* 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 aculture'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 speculateCR 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
* MadeOfIron: They're a
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate
!!Zelekhut
[[/folder]]
[[folder:Howler]]
->'''Type:''' Fiend
->'''Level:'''
->'''Alignment:''' ChaoticEvil
Deleted line(s) 350,351 (click to see context) :
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
Changed line(s) 353,361 (click to see context) from:
* 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.
* 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 chainshowler'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 fromtheir 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.
* ChainPain: Their primary weapons are the barbed chains
[[/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
* 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.
Changed line(s) 363,367 (click to see context) from:
* 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
* 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 theirtargets 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, theirongoing 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, aproper path.
* InternalReformist: Each impariut serves to reform a powerful leader, guidingtransgression 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
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their
* MechanicalLifeforms: Although inevitables are living outsiders, their
* ProfessionalKiller: Usually, a
* InternalReformist: Each impariut serves to reform a powerful leader, guiding
!!Valharut
* {{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:'''
Changed line(s) 369 (click to see context) from:
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
Changed line(s) 371,374 (click to see context) from:
* DoubleWeapon: Valharuts fight with an exotic weapon that consists of two hooked blades projecting from opposite ends of a shaft.
!!Kolyarut
->'''Level:''' 12
!!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 ashaft.
!!Kolyarut
dirty trick on them.)
!!Kastamut
->'''Level:'''12 6
* HonorBeforeReason: They personify this trope, and even have the ability to smite dishonorable opponents (e.g anyone who uses sneak attack or a
!!Kolyarut
!!Kastamut
->'''Level:'''
Deleted line(s) 376,377 (click to see context) :
Inevitables that enforce oaths and binding agreements.
Changed line(s) 379,383 (click to see context) from:
* 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
* 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 thistrope 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
* OurDwarvesAreAllTheSame: Kastamuts are short and stocky, giving the appearance of a dwarf. Some scholars speculate that this
* MasterOfDisguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.
!!Yarahkut
!!Zelekhut
->'''Level:'''
Changed line(s) 385 (click to see context) from:
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.
to:
Inevitables that
Changed line(s) 387,395 (click to see context) from:
* 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.
* 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 withpreventing 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 thatprotect 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.
* 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
* 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]]
!!Impariut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 397,402 (click to see context) from:
* 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
* 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 withtargets 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.
* ShockAndAwe: A marut's fists strike with
!!Hykariut
* InternalReformist: Each impariut serves to reform a powerful leader, guiding that figure toward sustainable policies that maintain order.
!!Valharut
->'''Level:'''
->'''Size:'''
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.
Changed line(s) 404,408 (click to see context) from:
* 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
!!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.
!!Rokyamut
!!Kolyarut
->'''Level:'''
->'''Size:'''
Inevitables that enforce oaths and binding agreements.
Changed line(s) 410,418 (click to see context) from:
* 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.
* 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 canconjure 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 thatprotect 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.
* MasterOfDisguise: Kolyaruts can
* 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
!!Yarahkut
->'''Level:'''
->'''Size:'''
Inevitables that
Changed line(s) 420,433 (click to see context) from:
* 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.
* 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 andfalling into the others to throw energy bolts.
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foeswrong 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.
* 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
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes
[[/folder]]
[[folder:Iron Cobra]]
-> '''Type:''' Construct
* 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:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.
Changed line(s) 435,447 (click to see context) from:
* 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.
* 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
*
[[/folder]]
[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
!!Hykariut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
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 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.
----
!!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.
----
Is there an issue? Send a MessageReason:
None
** [[Characters/PathfinderEthereal Ethereal]
*** Xill -> Zecui
*** Xill -> Zecui
Changed line(s) 315,321 (click to see context) from:
[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Small
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
to:
-> '''Type:''' Construct
->'''Level:''' 2
->'''Alignment:'''
->'''Size:''' Small
Metal serpents made
Living machines created by the axiomites to
As of the Remaster, inevitables have been removed from the Age of Lost Omens setting, as
Changed line(s) 323,335 (click to see context) from:
* 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.
* 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 theirname 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, asnake.
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 inits 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 MagicMedium
Inevitables that arbitrate duels andall of its pitfalls.formalized combat and enforce their outcomes.
* DyingRace: The inevitables are on the decline, and have been for a long time. Their numbers are slow to replenish, and their
* 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
*
* {{Retcon}}: In 2nd Edition, inevitables were revealed to be created by aeons all along, a connection which never existed in
[[/folder]]
[[folder:Lich]]
!!Lich
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/nhur_athemon.png]]
-> '''Type:''' Undead
!!Novenarut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of pretty much everything, Liches are the ultimate examples of Arcane Magic
Inevitables that arbitrate duels and
Changed line(s) 337,376 (click to see context) from:
* 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.
* 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 theyhave 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 losethe 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 friendshipsmite dishonorable opponents (e.g anyone who uses sneak attack or love.
* WorthlessYellowRocks: Gold means little to liches except asa 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
*
* BigBad: As they
* 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
* {{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
* WorthlessYellowRocks: Gold means little to liches except as
!!Psychic Lich
!!Kastamut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of themselves.
Changed line(s) 378,391 (click to see context) from:
* 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.
* 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: Readingcourse 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. Destroyingthis 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
LichesLarge
Inevitables thatbind themselves to their bloodline rather than a soul cage.chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
* ArtifactOfDoom: Reading
*
* 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
!!Familial Lich
!!Zelekhut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
Liches
Inevitables that
Changed line(s) 393,403 (click to see context) from:
* 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.
* 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 thanChainPain: 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 aperiod of DemonicPossession, eject the relative's soul winged, mechanical centaur.
* ShockAndAwe: Their chains crackle with electricity, andtransform 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.
*
* ResurrectiveImmortality: Rather than
* OurCentaursAreDifferent: A zelekhut looks like a
* ShockAndAwe: Their chains crackle with electricity, and
* SupernaturalFearInducer: Just like normal liches, they have a fear aura.
!!Forsaken Lich
!!Impariut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
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.
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
Changed line(s) 405,417 (click to see context) from:
* 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.
* 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 failsadvisor 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 energyfigure 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 asbase creature
Beings who do not followLaw'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.
* AttackReflector: Any spell that fails
*
* 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
!!Lich Creature
!!Valharut
->'''Level:'''
->'''Alignment:''' Any Evil
->'''Size:'''
Inevitables that, rather than punishing a specific form of transgression, serve as
Beings who do not follow
Changed line(s) 419,430 (click to see context) from:
* 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.
* 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
LichesMedium
Inevitables thatfall 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.
* 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
!!Kolyarut
->'''Level:'''
->'''Alignment:''' Evil
->'''Size:'''
Liches
Inevitables that
Changed line(s) 432,455 (click to see context) from:
* 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.
* {{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 tohumanoid 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 creaturesLarge
Inevitables that stifle magical and scientific developments inD&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.
* MasterOfDisguise: Kolyaruts can disguise themselves to move through
* {{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
* 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
!!Yarahkut
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Originally three distinct creatures
Inevitables that stifle magical and scientific developments in
Changed line(s) 457,467 (click to see context) from:
* 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]]
[[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 takeLarge
Inevitables that protect theform 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.
[[/folder]]
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.
* TwoFaced: Three identical faces surround a yarahkut's head, staring in separate directions.
!!Marut
[[quoteright:280:https://static.tvtropes.
-> '''Type:''' Aberration
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
An old RPG favorite, [[ChestMonster mimics]] can take
Inevitables that protect the
Changed line(s) 469,504 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
[[/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.
* 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 weavedon'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 fascinatedactual 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 roomslightning 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
* 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:
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave
* 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
*
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms
* 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
!!Hykariut
->'''Level:'''
->'''Alignment:''' ChaoticEvil
->'''Size:'''
Powerful and dangerous undead that rise from the corpses of those who killed many people while alive, such as mass murderers or berserkers.
Changed line(s) 506,527 (click to see context) from:
* 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.
* 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 executedcivic 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
* 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
* 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
!!Rokyamut
->'''Level:'''
->'''Alignment:''' TrueNeutral
->'''Size:'''
Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
Changed line(s) 529 (click to see context) from:
* 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 madein on good faith.
* MultiArmedAndDangerous: Six arms, four for weapons and theshape 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.
* 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
* MultiArmedAndDangerous: Six arms, four for weapons and the
* ShootTheMedicFirst: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
Changed line(s) 532,539 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
-> '''Type:''' Construct
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures of immense power who view themselves
Metal serpents made to serve as
Changed line(s) 541,549 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
to:
* CannibalismSuperpower: Neothelids who consume a large number of AnimalMecha: As their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelidsname 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 measuredconstructs 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 asignificant 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 ofits 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.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids
* {{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
* PoisonousPerson: An iron cobra has a
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of
* 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,
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Changed line(s) 552,559 (click to see context) from:
[[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.
[[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:
[[quoteright:802:https://static.
!!Lich
[[quoteright:350:https://static.tvtropes.
->'''Type:''' Ooze
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Animate masses
The [[TheUsualAdversaries de-facto]] [[HijackedByGanon main antagonists]] of
Changed line(s) 561,570 (click to see context) from:
* 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.
[[/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 onlydissolves 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 nothingelse.
[[/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 revelSame as base creature
Rather than live in seclusion, psychic liches embrace theirrole as scavenger and garbage disposal.personal accomplishments to create a powerful astral echo of themselves.
* 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
* 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
[[/folder]]
[[folder:Otyugh]]
->'''Type:''' Aberration
* 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:'''
->'''Alignment:'''
->'''Size:'''
Creatures that revel
Rather than live in seclusion, psychic liches embrace their
Changed line(s) 572,582 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
* 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 withthose 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 ofotyughs. 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 toparticularly 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 builtSame as base creature
Liches that bind themselves tohunt down those who betray their demonic masters.bloodline rather than a soul cage.
* 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
* MindRape: Their Bewildering Touch ability leaves targets with a permanent confused condition as their brain continuously sends false signals.
* MotionBlur: Every movement of
* 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
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]
[[folder:Retriever]]
->'''Type:''' Construct
!!Familial Lich
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Abyssal constructs built
Liches that bind themselves to
Changed line(s) 584,598 (click to see context) from:
* 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.
* 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 alarge, 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 fromDemonicPossession, 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 theSame as base creature
Not all creaturesthey'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.
* TheParalyzer: Like normal liches they have a
*
* FleshGolem: Retrievers are made from
*
* 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
!!Forsaken Lich
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the
Not all creatures
Changed line(s) 600,611 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/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.
* 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 thephilosophy 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 oflife 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 thefiner 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 butnever allow such intriguing prey to escape alive.
* ThatsNoMoon: To all buttemporary 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 fearedSame as base creature
Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item forwhat 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.
* AttackReflector: Any spell that fails to penetrate the
* DeathRay: A forsaken lich can channel the destructive energies constantly bombarding it, firing a powerful beam of
* 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
* YourDaysAreNumbered: Becoming a forsaken lich is a terrible but
* ThatsNoMoon: To all but
[[/folder]]
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
!!Lich Creature
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monsters greatly feared
Beings who do not follow the path of lichdom but manage to bind themselves strongly enough to an item for
Changed line(s) 613,624 (click to see context) from:
* 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.
* 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 powerfulTheParalyzer: 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 aplayer 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 aparty'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 drainTiny
Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with thelife out of anyone they encounter to create more remaining fragments of their kind.mind and magical power.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful
* SoulJar: They have a
* SupernaturalFearInducer: They have a
[[/folder]]
[[folder:Shadow]]
[[quoteright:274:https://static.
!!Demilich
[[quoteright:300:https://static.tvtropes.
->'''Type:'''
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Commonly found haunting tombs or other dark, abandoned places, shadows drain
Liches that fall into inactivity will crumble to pieces over time, leaving only a gem-studded skull infused with the
Changed line(s) 626,633 (click to see context) from:
* 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.
* 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 abilityliches 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 tomundane 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 afew unlucky rolls can quickly make it hard to fight back floating skull.
* DontWakeTheSleeper: They spend their time in a torpor unless their remains oreven 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 shadowswake 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 presenceminds, 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 togenerate 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 apopular 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.
* DemonicPossession: Some greater shadows develop the ability
*
* AscendedToAHigherPlaneOfExistence: Some demiliches are created when a lich casts its consciousness free of its body to
* {{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,
* DemBones: Nothing more than a
* DontWakeTheSleeper: They spend their time in a torpor unless their remains or
*
* ForTheEvulz: It's noted that shadows
* LivingShadow: Well, undead. Shadows are just that -- two-dimensional black silhouettes that move over solid surfaces but have no physical presence
* NightOfTheLivingMooks: They can be created with the Create Undead spell, and that combined with their low
* 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
* 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
* TheVirus: Most shadows don't arise spontaneously, but because people killed by shadows become shadows.
Changed line(s) 636,638 (click to see context) from:
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Type:''' Ooze
->'''Level:''' 4
to:
->'''Type:''' Ooze
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 640 (click to see context) from:
->'''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.
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.
Changed line(s) 642 (click to see context) from:
* 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.
Changed line(s) 645,647 (click to see context) from:
[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Type:''' Aberration
->'''Level:''' 18
to:
->'''Type:'''
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 649,651 (click to see context) from:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
to:
->'''Size:''' Gargantuan
Legendary beasts renowned forMedium (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 theirspeed waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and savagery.become an independent menace.
Legendary beasts renowned for
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their
Changed line(s) 653,655 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: 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 acentral 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: Whilenot 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, andwarped 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 theirnamesakes, 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.
*
* 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
*
* 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
* 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
* 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
Changed line(s) 658,664 (click to see context) from:
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Type:''' Aberration
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Tiny predators
Powerful and dangerous undead that rise from the
Changed line(s) 666 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As 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 theirname 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 thesecreatures 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 athought 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.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their
* 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
* 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
Changed line(s) 669,670 (click to see context) from:
[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
-> '''Type:''' Aberration
->'''Type:''' Construct
Changed line(s) 672,675 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
->'''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 mostLarge
Stealthy but simple minded constructs capable oftheir time seeking prey.disabling opponents with paralysis or hypnotism.
->'''Size:'''
Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Stealthy but simple minded constructs capable of
Changed line(s) 677 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, and AnimalMecha: These constructs are often mistaken for vampires made in gaseous form.the shape of a skeletal snake.
Changed line(s) 680,686 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
to:
-> '''Type:'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Stealthy predators that puppeteer corpses
Creatures of immense power who view themselves as
Changed line(s) 688 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first 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 belittle 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 factlong 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 itsmaw.own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Changed line(s) 691,698 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.
[[quoteright:802:https://static.tvtropes.
-> '''Type:''' Aberration
->'''Type:''' Ooze
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Evil spellcasters who persist after death by inhabiting
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
Changed line(s) 700,701 (click to see context) from:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and {{poisonous|Person}} and aggressive wasp-based worms that walk.
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
* TheWormThatWalks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures -- wasps, bees, locusts, ants, roaches, mosquitoes, rats, [[{{Squick}} fetal bats]]...
to:
* UndergroundMonkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are 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.
* 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]]...
Changed line(s) 704,706 (click to see context) from:
[[folder:Xorn]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/250px_nyagvard_6.jpg]]
-> '''Type:''' Elemental
->'''Type:''' Aberration
->'''Level:''' 4
Changed line(s) 708,709 (click to see context) from:
->'''Level:''' 6
->'''Size:''' Medium
->'''Size:''' Medium
to:
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
----
* 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
----
Is there an issue? Send a MessageReason:
None
Changed line(s) 19,21 (click to see context) from:
* [[Characters/PathfinderUndead Undead]]
** Nightshades -> Darvakka
to:
*** Invisible Stalker -> Phade
*** Mephits -> Elemental Scamps
** [[Characters/PathfinderSpirits Spirits]]
*** Rakshasa
** [[Characters/PathfinderUndead Undead]]
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]]
[[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.
[[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.
Is there an issue? Send a MessageReason:
None
* [[Characters/PathfinderUndead Undead]]
** Nightshades -> Darvakka
Changed line(s) 33,40 (click to see context) from:
[[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.
[[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:
[[quoteright:385:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
These oozes are the scavengers
Undead created by those who kill themselves out of
Changed line(s) 42,43 (click to see context) from:
* 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.
* 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 thearctic, 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.
*
* MindControlMusic: They constantly babble and the
* 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.
Changed line(s) 46,49 (click to see context) from:
[[folder:Choker]]
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:''' Aberration
->'''Level:''' 2
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 51,53 (click to see context) from:
->'''Size:''' Small
Subterranean predators who hunt the weak or isolated.
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.
Subterranean predators who hunt the weak or isolated.
Cunning but ultimately cowardly undead.
Changed line(s) 55,56 (click to see context) from:
* CreepilyLongArms: A choker's arms are abnormally rubbery and long.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
to:
* CreepilyLongArms: 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.
* PrimalStance: Chokers walk in a hunched stance due to a combination of extra long arms and limber legs.
Changed line(s) 59,66 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.
[[quoteright:385:https://static.tvtropes.
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Armored predators who lurk in shallows and swamps and take a disturbing degree
These oozes are the scavengers of
Changed line(s) 68,72 (click to see context) from:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a human.
* TheParalyzer: They inject paralytic venom through their tentacles.
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
* ToServeMan: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after hryngar or morlocks.
to:
* EatenAlive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
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 preferUndergroundMonkey: 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.
*
* 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
Changed line(s) 75,81 (click to see context) from:
[[folder:Cloaker (Fulthrethu)]]
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
->'''Type:''' Aberration
->'''Level:''' 5
->'''Alignment:''' ChaoticNeutral
->'''Size:''' Large
Originally created as spies for the alghollthu, cloakers are paranoid to the extreme.
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/bodak_pathfinder.png]]
->'''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Originally created
Exposure to pure, unrestrained evil is sometimes enough to kill and reanimate mortals as
Changed line(s) 83 (click to see context) from:
* 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 theability eyes and carry them as trophies.
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage toemit 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 thathears 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.
* 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:
* 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
* HandicappedBadass: The seizures they suffer as part of their transformation does permanent damage to
* 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
* 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.
Changed line(s) 86 (click to see context) from:
[[folder:Destrachan]]
to:
[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_choker.png]]
Changed line(s) 88,92 (click to see context) from:
->'''Level:''' 8
->'''Alignment:''' NeutralEvil
->'''Size:''' Large
Sadistic monsters with a potent sonic attack.
->'''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.
->'''Alignment:'''
->'''Size:'''
Sadistic monsters with a potent sonic attack.
Subterranean predators who hunt the weak or isolated.
Changed line(s) 94,99 (click to see context) from:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
* DisabilityImmunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics [[YourEyesCanDeceiveYou like invisibility, illusion spells, and darkness]].
* EyelessFace: A destrachan has no eyes and is completely blind.
* ForTheEvulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
* ItCanThink: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as {{Magnificent Bastard}}s, but actively encouraged.
* SuperScream: A destrachan can project a blast of sonic energy in a cone, an area-affecting BrownNote, or as a targeted attack on an object- say, [[WreckedWeapon your sword or armor]], or [[BarrierBustingBlow the door you just closed while running away]].
to:
* BizarreAlienSenses: Destrachans sense the world via echolocation, represented by extremely high perception skills 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 energyPrimalStance: 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.
*
* 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
Changed line(s) 102,108 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
The descendants of the elves
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)
Armored predators who
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.
Changed line(s) 110,118 (click to see context) from:
* 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.
* 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 awhole is evil by nature [[spoiler: due to being elves that were transformed by the evil in human.
* TheParalyzer: They inject paralytic venom through theirown 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 andescape. 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 thiseach 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: WhenToServeMan: 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 Licensehunt 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.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a
* TheParalyzer: They inject paralytic venom through their
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and
* BodyHorror: Their fleshwarping does this
*
* ChuckCunninghamSyndrome: When
* 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
Changed line(s) 121,123 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Type:''' Aberration
->'''Level:'''
->'''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
Changed line(s) 125,131 (click to see context) from:
->'''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]].
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 uglyLarge
Sadistic monstersthat 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.
Web lurkers are ugly
Sadistic monsters
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 133,136 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control 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 outone 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]].
* 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
* 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]].
Changed line(s) 139,145 (click to see context) from:
[[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.
-> '''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:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/devourer_pathfinder.PNG]]
-> '''Type:'''
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Noble and kind messengers from
Beings who venture beyond the
Changed line(s) 147,148 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reachesHumanoidAbomination: 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.
* CreepyGood: They are aberrations from the most distant reaches
* 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.
Changed line(s) 151,157 (click to see context) from:
[[folder:Froghemoth]]
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
to:
-> '''Type:''' Aberration
->'''Level:''' 13
->'''Alignment:''' TrueNeutral
->'''Size:''' Huge
Apex predators
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)
The descendants of the
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.
Changed line(s) 159,161 (click to see context) from:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it uses to grab and reel in distant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow it to perceive invisible or ethereal creatures.
to:
* CombatTentacles: It attacks mainly by lashing foes with its tentacles.
* OverlyLongTongue: LikeAlwaysChaoticEvil: {{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 indistant prey.
* SeeTheInvisible: A froghemoth's alien eyes allow ittheir 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.
* OverlyLongTongue: Like
* 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
* SeeTheInvisible: A froghemoth's alien eyes allow it
* 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.
Changed line(s) 164,166 (click to see context) from:
[[folder:Gelatinous Cube]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:''' Ooze
to:
[[quoteright:350:https://static.
[[quoteright:300:https://static.tvtropes.
-> '''Type:'''
Changed line(s) 168,171 (click to see context) from:
->'''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.
->'''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 oozesMedium
Web lurkers are ugly monsters thatseem 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]].
->'''Size:'''
Strange, cubical oozes
Web lurkers are ugly monsters that
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 173,183 (click to see context) from:
* 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.
* 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" andspell-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, eachSpiderPeople: 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'', andencounters:
** 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 andthus 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.
* ElementalAbsorption: Frost cubes, thanks to their symbiotic brown mold, can absorb heat to heal themselves.
* EliteMook: The ebony cubes,
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and
*
* 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
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and
** 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
Changed line(s) 186 (click to see context) from:
[[folder:Gibbering Mouther]]
to:
Changed line(s) 188,192 (click to see context) from:
->'''Level:''' 5
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
->'''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 massesSmall
Noble and kind messengers from the depths ofmisshapen 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.
->'''Alignment:'''
->'''Size:'''
Screaming masses
Noble and kind messengers from the depths of
Changed line(s) 194,197 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy mawsTheCassandra: Their peculiar appearance and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gainsorigins 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.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains
*
Changed line(s) 200,203 (click to see context) from:
[[folder:Gray Ooze]]
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:''' Ooze
->'''Level:''' 4 (gray and crystal ooze)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 205,207 (click to see context) from:
->'''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.
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 ratherHuge
Apex predators of thealchemical 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.
Some sages theorize that gray oozes are not living organisms, but rather
Apex predators of the
Changed line(s) 209,210 (click to see context) from:
* 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.
* 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 itdangerously 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.
* OverlyLongTongue: Like actual frogs, a froghemoth has a long sticky tongue which it
*
Changed line(s) 213,214 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:'''
Changed line(s) 217,219 (click to see context) from:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.
Burrowing worm-like creatures with high durability against mundane weapons.
to:
->'''Size:''' Medium
Burrowing worm-like creatures with high durability against mundane weapons.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.
Burrowing worm-like creatures with high durability against mundane weapons.
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.
Changed line(s) 221,222 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles 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, andhooked 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 withDR 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 withhigh 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 onyou.the part of wizards with perhaps more power than foresight.
* 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
*
* 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
** Ebony cubes are crossed with
** 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
Changed line(s) 225,227 (click to see context) from:
[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
-> '''Type:''' Construct
->'''Level:''' 2
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 229,231 (click to see context) from:
->'''Size:''' Small
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
to:
->'''Size:''' Small
Metal serpents made to serve as assassinsMedium
Screaming masses of misshapen flesh who drive others mad withan interchangeable poison reservoir.their cries.
Metal serpents made to serve as assassins
Screaming masses of misshapen flesh who drive others mad with
Changed line(s) 233,234 (click to see context) from:
* 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.
* 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 andAcidAttack: A gibbering mouther can inject it emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded withits 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.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and
* BlobMonster: It's a seething, constantly shifting blob studded with
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 237,239 (click to see context) from:
[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 241,243 (click to see context) from:
->'''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.
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 speciesMedium
Some sages theorize that gray oozes are not living organisms, but rather the alchemical result ofaberration 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.
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species
Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of
Changed line(s) 245 (click to see context) from:
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
to:
* MoreDeadlyThanTheMale: The females of this species have 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.
* TheParalyzer: A crystal ooze secretes a paralysing slime.
Changed line(s) 248,249 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
Changed line(s) 251 (click to see context) from:
->'''Level:''' 4 (normal), 8 (failed apotheosis)
to:
->'''Level:''' 4 (normal), 8 (failed apotheosis)3
Changed line(s) 253,255 (click to see context) from:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can 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.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 257,282 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
to:
* BecomeARealBoy: Mimics that encounter humans enough will find 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 lightsickening 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 paletentacles 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 theycan one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimicsget 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 craftingany 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 glideon 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.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light
* 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
*
* 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.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they
* HealingFactor: Some mimics
* 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
* 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
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 285,287 (click to see context) from:
[[folder:Necrophidius]]
->'''Type:''' Construct
->'''Level:''' 3
->'''Type:''' Construct
->'''Level:''' 3
to:
->'''Type:'''
-> '''Type:''' Construct
->'''Level:'''
Changed line(s) 289,291 (click to see context) from:
->'''Size:''' Large
Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
Stealthy but simple minded constructs capable of disabling opponents with paralysis or hypnotism.
to:
->'''Size:''' Large
Stealthy but simple minded constructs capable of disabling opponentsSmall
Metal serpents made to serve as assassins withparalysis or hypnotism.an interchangeable poison reservoir.
Stealthy but simple minded constructs capable of disabling opponents
Metal serpents made to serve as assassins with
Changed line(s) 293 (click to see context) from:
* 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.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
Changed line(s) 296,303 (click to see context) from:
[[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.
[[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:
!!Lich
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Creatures of immense power who view themselves
The
Changed line(s) 305,323 (click to see context) from:
* CannibalismSuperpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlords.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in ''TabletopGame/{{Pathfinder}}''), but instead to the chthonians of Creator/BrianLumley's Franchise/CthulhuMythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact -- despite not having wings.
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the tens of millennia -- and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
[[/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.
* {{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 whoconsume 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 theirkin 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 powerfulneothelid 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 thelife 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 ofthe 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 thechthonians 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 mortalaccomplish 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 immortalinsofar 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 totranscend their own theoretical mortality as well. This is offset by retrieve this artefact or kill that monster.
* WhoWantsToLiveForever: They suffer from aglacial 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 effectivelyno 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 asdear 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 ofthousands 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 massesSame as base creature
Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo ofprotoplasm 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.
* 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
* 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
* 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
* {{Expy}}: ''Not''
* ProperlyParanoid: One of the
* 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
* SecretWar: Due to their incredible patience, conflicts between liches are rarely something known to the
*
* ImmortalProcreationClause: Neothelids are technically mortal
* 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
* UnwittingPawn: Liches like to use adventurers as these, as they don't tend to look to closely at who's paying them to
* WhoWantsToLiveForever: They suffer from a
* WeAreAsMayflies: The immense spans of time over which liches exist eventually cause them to effectively
*
* WorthlessYellowRocks: Gold means little to liches except as
* 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
[[/folder]]
[[folder:Ochre Jelly]]
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:''' Ooze
!!Psychic Lich
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Animate masses
Rather than live in seclusion, psychic liches embrace their personal accomplishments to create a powerful astral echo of
Changed line(s) 325,334 (click to see context) from:
* 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.
[[/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 andpractically 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
CreaturesSame as base creature
Liches thatrevel in bind themselves to their role as scavenger and garbage disposal.bloodline rather than a soul cage.
* ArtifactOfDoom: Reading a physic lich's memoir hastens their regeneration and
[[/folder]]
[[folder:Otyugh]]
->'''Type:''' Aberration
* 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:'''
->'''Alignment:'''
->'''Size:'''
Creatures
Liches that
Changed line(s) 336,346 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[/folder]]
[[folder:Retriever]]
->'''Type:''' Construct
->'''Level:''' 11
->'''Alignment:''' ChaoticEvil
->'''Size:''' Huge
Abyssal constructs built to hunt down those who betray their demonic masters.
* 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: MoreAntiMagic: 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 aliving 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 thoseSame as base creature
Not all creatures whobetray 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.
* MundaneUtility: More
* TheParalyzer: Like normal liches they have a
[[/folder]]
[[folder:Retriever]]
->'''Type:''' Construct
* 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:'''
->'''Alignment:'''
->'''Size:'''
Abyssal constructs built to hunt down those
Not all creatures who
Changed line(s) 348,362 (click to see context) from:
* 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.
* 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, eachfilled 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 ofan elephant-sized spider.
* LightningGun: Oneever-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, firingmodes 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 ajolt 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 theologistsSame as base creature
Beings whowill 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.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each
* 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
* LightningGun: One
* 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
* 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
* TakenForGranite: A retriever can petrify enemies permanently with one of its deadly magical rays.
[[/folder]]
[[folder:Roper]]
->'''Type:''' Aberration
!!Lich Creature
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists
Beings who
Changed line(s) 364,375 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
[[/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.
* 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 butdon'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 morethan limited in their methods for protecting it.
* SupernaturalFearInducer: They have alarge 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 doTiny
Liches that fall into inactivity will crumble topeople, 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.
* ThatsNoMoon: To all but
* 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
* SupernaturalFearInducer: They have a
[[/folder]]
[[folder:Rust Monster]]
[[quoteright:350:https://static.
!!Demilich
[[quoteright:300:https://static.tvtropes.
->'''Type:''' Aberration
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Monsters greatly feared not for what they do
Liches that fall into inactivity will crumble to
Changed line(s) 377,378 (click to see context) from:
* 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.
* 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 onmetal, "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'tdo 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.
* {{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
*
* 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
Changed line(s) 381,383 (click to see context) from:
[[folder:Slithering Tracker]]
->'''Type:''' Ooze
->'''Level:''' 4
->'''Type:''' Ooze
->'''Level:''' 4
to:
->'''Type:''' Ooze
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 385 (click to see context) from:
->'''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.
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.
Changed line(s) 387 (click to see context) from:
* 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.
Changed line(s) 390,392 (click to see context) from:
[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Type:''' Aberration
->'''Level:''' 18
to:
->'''Type:'''
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 394,396 (click to see context) from:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
to:
->'''Size:''' Gargantuan
Legendary beasts renowned forMedium (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 theirspeed waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and savagery.become an independent menace.
Legendary beasts renowned for
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their
Changed line(s) 398,400 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: 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 acentral 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: Whilenot 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, andwarped 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 theirnamesakes, 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.
*
* 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
*
* 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
* 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
* 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
Changed line(s) 403,409 (click to see context) from:
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
->'''Type:''' Aberration
->'''Level:''' 2
->'''Alignment:''' TrueNeutral
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Type:''' Aberration
[[quoteright:264:https://static.tvtropes.org/pmwiki/pub/images/mohrgpf_3.jpg]]
-> '''Type:''' Undead
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Tiny predators
Powerful and dangerous undead that rise from the
Changed line(s) 411 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As 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 theirname 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 thesecreatures 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 athought 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.
* DemBones: They resemble normal undead skeletons, except with a mass of writhing, prehensile entrails filling their
* 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
* 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
Changed line(s) 414,415 (click to see context) from:
[[folder:Vampiric Mist]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
-> '''Type:''' Aberration
->'''Type:''' Construct
Changed line(s) 417,420 (click to see context) from:
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
->'''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 mostLarge
Stealthy but simple minded constructs capable oftheir time seeking prey.disabling opponents with paralysis or hypnotism.
->'''Size:'''
Amorphous creatures halfway between liquid and gas, vampiric mists spend most
Stealthy but simple minded constructs capable of
Changed line(s) 422 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed on blood, and AnimalMecha: These constructs are often mistaken for vampires made in gaseous form.the shape of a skeletal snake.
Changed line(s) 425,431 (click to see context) from:
[[folder:Wolf-in-Sheep's-Clothing]]
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
-> '''Type:''' Aberration
->'''Level:''' 8
->'''Alignment:''' TrueNeutral
->'''Size:''' Medium
Stealthy predators that puppeteer corpses as bait for future prey.
to:
-> '''Type:'''
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/neothelid.png]]
->'''Type:''' Aberration
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Stealthy predators that puppeteer corpses
Creatures of immense power who view themselves as
Changed line(s) 433 (click to see context) from:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first to be little more than a tree stump sitting in a clearing, perhaps with a small animal sitting atop it. Only when a predator comes close does it become clear that the small animal is in fact long dead, before the 'tree stump' drags the would-be hunter into its maw.
to:
* ThatsNoMoon: A wolf-in-sheep's-clothing appears at first 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 belittle 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 factlong 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 itsmaw.own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
* {{Expy}}: ''Not'' to the original, OGL neothelids of ''TabletopGame/DungeonsAndDragons'' (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be
* {{Flight}}: All neothelids can fly -- twice as fast as they can crawl, in fact
* ImmortalProcreationClause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned -- their lifespans are measured in the
* MonstrousCannibalism: There is no food as dear to a neothelid as the flesh of its
* MultipleHeadCase: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
* PsychicPowers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
* {{Teleportation}}: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
* TimeAbyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Changed line(s) 436,443 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.
[[quoteright:802:https://static.tvtropes.
-> '''Type:''' Aberration
->'''Type:''' Ooze
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Evil spellcasters who persist after death by inhabiting
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
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.
----
[[/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.
----
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]]
[[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
Changed line(s) 150,152 (click to see context) from:
[[folder:Gibbering Mouther]]
-> '''Type:''' Aberration
->'''Level:''' 5
-> '''Type:''' Aberration
->'''Level:''' 5
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gelatinous_cube_42.jpg]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 154,156 (click to see context) from:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad with their cries.
Screaming masses of misshapen flesh who drive others mad with their cries.
to:
->'''Size:''' Medium
Screaming masses of misshapen flesh who drive others mad withLarge
Strange, cubical oozes that seem to treat dungeons as theircries.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.
Screaming masses of misshapen flesh who drive others mad with
Strange, cubical oozes that seem to treat dungeons as their
Changed line(s) 158,161 (click to see context) from:
* AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
* BlobMonster: It's a seething, constantly shifting blob studded with toothy maws and staring eyeballs.
* ExtraEyes: A gibbering mouther is covered in eyes, and it gains more every time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
to:
* AcidAttack: A gibbering mouther 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 ofacidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studdedgelatinous 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 moreevery time it devours a hapless victim.
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.power than foresight.
* 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
* BlobMonster: It's a seething, constantly shifting blob studded
* ExtraEyes: A gibbering mouther is covered in eyes,
** 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
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 164 (click to see context) from:
[[folder:Grick]]
to:
Changed line(s) 166 (click to see context) from:
->'''Level:''' 3
to:
->'''Level:''' 35
Changed line(s) 170 (click to see context) from:
Burrowing worm-like creatures with high durability against mundane weapons.
to:
Changed line(s) 172,173 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is 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 itif 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.
*
* ExtraEyes: A gibbering mouther is covered in eyes, and it
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 176,178 (click to see context) from:
[[folder:Iron Cobra]]
-> '''Type:''' Construct
->'''Level:''' 2
-> '''Type:''' Construct
->'''Level:''' 2
to:
[[quoteright:752:https://static.tvtropes.org/pmwiki/pub/images/0002_8.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 180,182 (click to see context) from:
->'''Size:''' Small
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
Metal serpents made to serve as assassins with an interchangeable poison reservoir.
to:
->'''Size:''' Small
Metal serpents made to serve as assassins withMedium
Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of aninterchangeable 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.
Metal serpents made to serve as assassins with
Some sages theorize that gray oozes are not living organisms, but rather the alchemical result of an
Changed line(s) 184,185 (click to see context) from:
* 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.
* 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 inNobodyHereButUsStatues: 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.
* PoisonousPerson: An iron cobra has a poison reservoir in
* TheParalyzer: A crystal ooze secretes a paralysing slime.
Changed line(s) 188 (click to see context) from:
[[folder:Lurking Ray]]
to:
Changed line(s) 190 (click to see context) from:
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
to:
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)3
Changed line(s) 192,194 (click to see context) from:
->'''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.
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 distinctMedium
Burrowing worm-like creaturesin 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.
Originally three distinct
Burrowing worm-like creatures
Changed line(s) 196 (click to see context) from:
* 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 haveone more CR than the males.any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have
Changed line(s) 199,202 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:'''
->'''Level:'''
Changed line(s) 204,206 (click to see context) from:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objectsSmall
Metal serpents made tolure 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.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects
Metal serpents made 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 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.
----
* 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.
----
Changed line(s) 267,269 (click to see context) from:
[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Type:''' Aberration
->'''Level:''' 4
to:
[[quoteright:802:https://static.tvtropes.org/pmwiki/pub/images/ochre_jelly.png]]
->'''Type:'''
->'''Level:'''
Changed line(s) 273 (click to see context) from:
Creatures that revel in their role as scavenger and garbage disposal.
to:
Changed line(s) 275,276 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
* ArchEnemy: Ofalths' domains typically overlap 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.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
[[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]]
->'''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]]
Changed line(s) 320,322 (click to see context) from:
[[folder:Thessalhydra]]
->'''Type:''' Aberration
->'''Level:''' 18
->'''Type:''' Aberration
->'''Level:''' 18
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 324,326 (click to see context) from:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
to:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.Small
Legendary beasts renowned for their speed and savagery.
Changed line(s) 328,330 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed aroundTheParalyzer: 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 reptilesslithering tracker's slam comes into contact with necks topped with a gaping, jawless maw ringed with writhing snake necks.the anesthetising slime it secretes.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles
Changed line(s) 333 (click to see context) from:
[[folder:Thought Eater]]
to:
Changed line(s) 335 (click to see context) from:
->'''Level:''' 2
to:
->'''Level:''' 218
Changed line(s) 337,339 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.Gargantuan
Legendary beasts renowned for their speed and savagery.
Tiny predators from the Ethereal Plane that feed on thoughts.
Legendary beasts renowned for their speed and savagery.
Changed line(s) 341 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As 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 theirname 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.
* 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
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]]
->'''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]]
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Changed line(s) 22 (click to see context) from:
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]]
[[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]]
Changed line(s) 166,168 (click to see context) from:
[[folder:Lurking Ray]]
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
-> '''Type:''' Aberration
->'''Level:''' 2 (executioner's hood), 7 (lurker above), 8 (trapper)
to:
-> '''Type:'''
->'''Level:'''
Changed line(s) 170,172 (click to see context) from:
->'''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.
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 aberrationSmall
Metal serpents made to serve as assassins withmultiple distinct stages to its life cycle.an interchangeable poison reservoir.
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species of aberration
Metal serpents made to serve as assassins with
Changed line(s) 174 (click to see context) from:
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
to:
* MoreDeadlyThanTheMale: The females of this species have one more CR than 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.
* PoisonousPerson: An iron cobra has a poison reservoir in its body and can inject it with its bite.
Changed line(s) 177,178 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
Changed line(s) 180 (click to see context) from:
->'''Level:''' 4 (normal), 8 (failed apotheosis)
to:
->'''Level:''' 4 (normal), 2 (executioner's hood), 7 (lurker above), 8 (failed apotheosis)(trapper)
Changed line(s) 182,184 (click to see context) from:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the carelessTiny (executioner's hood), huge (lurker above, trapper)
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them intotheir 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.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into
* 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]]
[[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]]
->'''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]]
Changed line(s) 246,248 (click to see context) from:
[[folder:Roper]]
->'''Type:''' Aberration
->'''Level:''' 10
->'''Type:''' Aberration
->'''Level:''' 10
to:
->'''Type:'''
->'''Level:'''
Changed line(s) 250,252 (click to see context) from:
->'''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.
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 theologistsHuge
Abyssal constructs built to hunt down those whowill engage in complex debates with the creatures they're eating.betray their demonic masters.
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists
Abyssal constructs built to hunt down those who
Changed line(s) 254,255 (click to see context) from:
* FauxAffablyEvil: Ropers are particularly interested in the philosophy of life and death and the finer points of evil religions, and can talk or argue for hours with prey, but never allow such intriguing prey to escape alive.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar of ice.
to:
* FauxAffablyEvil: Ropers 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 areparticularly interested made from the protoplasmic flesh of the Outer Rifts.
* GiantSpider: The retriever isn't a spider itself, but it's made in thephilosophy shape of life and death and the finer points an elephant-sized spider.
* LightningGun: One ofevil religions, and its eye rays' firing modes is a jolt of electricity.
* TakenForGranite: A retriever cantalk 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 pillarone of ice.its deadly magical rays.
* EyeBeams: The retriever's eyes can fire four kinds of magical rays, each with a different effect.
* FleshGolem: Retrievers are
* GiantSpider: The retriever isn't a spider itself, but it's made in the
* LightningGun: One of
* TakenForGranite: A retriever can
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a roper appears to be nothing more than a large stalactite, stalagmite, or pillar
Changed line(s) 258,259 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
Changed line(s) 261,265 (click to see context) from:
->'''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.
->'''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 treasureLarge
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers andequipment.theologists who will engage in complex debates with the creatures they're eating.
->'''Alignment:'''
->'''Size:'''
Monsters greatly feared not for what they do to people, but what they do to treasure
Ambush predators that look almost perfectly like stalagmites, ropers are cruel philosophers and
Changed line(s) 267,268 (click to see context) from:
* 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.
* 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 creaturesFauxAffablyEvil: 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, aplayer 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.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
* ThatsNoMoon: To all but the most sharp-eyed underground explorers, a
Changed line(s) 271 (click to see context) from:
[[folder:Thessalhydra]]
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
Changed line(s) 273 (click to see context) from:
->'''Level:''' 18
to:
->'''Level:''' 183 (normal), 6 (rust lord)
Changed line(s) 275,277 (click to see context) from:
->'''Size:''' Gargantuan
Legendary beasts renowned for their speed and savagery.
Legendary beasts renowned for their speed and savagery.
to:
->'''Size:''' Gargantuan
Legendary beasts renownedMedium (normal), Large (rust lord)
Monsters greatly feared not fortheir speed what they do to people, but what they do to treasure and savagery.equipment.
Legendary beasts renowned
Monsters greatly feared not for
Changed line(s) 279,281 (click to see context) from:
* AcidAttack: A thessalhydra's snake heads can spit highly corrosive acid.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
* MultipleHeadCase: A thessalhydra has eight serpentine heads arrayed around a central maw.
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
to:
* AcidAttack: 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 monstrousMooksAteMyEquipment: 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.
*
* OurHydrasAreDifferent: While not true hydras in-game, thessalhydras resemble monstrous
Changed line(s) 284 (click to see context) from:
[[folder:Thought Eater]]
to:
Changed line(s) 286 (click to see context) from:
->'''Level:''' 2
to:
->'''Level:''' 218
Changed line(s) 288,290 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.Gargantuan
Legendary beasts renowned for their speed and savagery.
Tiny predators from the Ethereal Plane that feed on thoughts.
Legendary beasts renowned for their speed and savagery.
Changed line(s) 292 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As 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 theirname 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.
* 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
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]]
->'''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]]
Is there an issue? Send a MessageReason:
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Changed line(s) 36,42 (click to see context) from:
[[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.
[[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:
[[quoteright:350:https://static.tvtropes.
->'''Type:'''
The descendants of the elves
->'''Level:''' 1 (larval), 4 (lesser), 7 (mature)
->'''Alignment:''' ChaoticEvil
->'''Size:''' Small (larval), Medium (lesser), Large (mature)
Armored predators who
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.
Changed line(s) 44,52 (click to see context) from:
* 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.
* 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 awhole is evil by nature [[spoiler: due to being elves that were transformed by the evil in human.
* TheParalyzer: They inject paralytic venom through theirown 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 andescape. 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 thiseach 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: WhenToServeMan: 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 Licensehunt 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.
* GiantEnemyCrab: Chuuls are crustacean-like creatures as large as or larger than a
* TheParalyzer: They inject paralytic venom through their
* {{Sadist}}: Chuuls take perverse enjoyment from other creatures' physical and
* BodyHorror: Their fleshwarping does this
*
* ChuckCunninghamSyndrome: When
* 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
Changed line(s) 55,57 (click to see context) from:
[[folder:Ettercap (Web Lurker)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Level:''' 3
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
->'''Type:''' Aberration
->'''Level:'''
->'''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
Changed line(s) 59,65 (click to see context) from:
->'''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]].
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 uglyLarge
Sadistic monstersthat 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.
Web lurkers are ugly
Sadistic monsters
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 67,70 (click to see context) from:
* TheBeastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
* MeaningfulName: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
* SpiderPeople: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used by ''TabletopGame/DungeonsAndDragons'', and thus by ''Pathfinder'' after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
to:
* TheBeastmaster: Ettercaps have supernatural control 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 outone 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]].
* 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
* 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]].
Changed line(s) 73,79 (click to see context) from:
[[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.
-> '''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:
-> '''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
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_drow_1.png]]
->'''Type:''' Humanoid (elf)
The descendants of the
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
Changed line(s) 81,82 (click to see context) from:
* TheCassandra: Their peculiar appearance and origins make their quest considerably more difficult.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
to:
* TheCassandra: 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: Theirpeculiar appearance and origins make fleshwarping does this to anyone unlucky enough to be caught by them.
* CardCarryingVillain: These guys developed vegepygmies so that even theirquest 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 mostdistant reaches noteworthy.
* KlingonScientistsGetNoRespect: Drow society is built on the backs ofspace -- 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 arealso 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 whowant 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.
* BodyHorror: Their
* CardCarryingVillain: These guys developed vegepygmies so that even their
*
* 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
* KlingonScientistsGetNoRespect: Drow society is built on the backs of
* {{Matriarchy}}: Men have very little status within drow society, and are
* 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
Changed line(s) 85,86 (click to see context) from:
[[folder:Grick]]
-> '''Type:''' Aberration
-> '''Type:''' Aberration
to:
-> '''Type:''' Aberration
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/weblurker.png]]
Changed line(s) 88 (click to see context) from:
->'''Alignment:''' TrueNeutral
to:
->'''Alignment:''' TrueNeutralNeutralEvil
Changed line(s) 91 (click to see context) from:
Burrowing worm-like creatures with high durability against mundane weapons.
to:
Their 1st Edition stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/aberrations/ettercap/ here]].
Their 2nd Edition stats can be found in ''Bestiary (2nd Edition)'' or online [[https://2e.aonprd.com/Monsters.aspx?ID=407 here]].
Changed line(s) 93,94 (click to see context) from:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles and hooked jaws.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
* MadeOfIron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
to:
* CombatTentacles: Th grick's mouth is a sickening tangle of tentacles 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 withDR 10 that can only be beaten arthropod eyes, mandibles and magical control over common spiders.
* WritingAroundTrademarks: "Ettercap" is the name used bymagic. 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.
*
* SpiderPeople: Spider-like humanoids with
* WritingAroundTrademarks: "Ettercap" is the name used by
Changed line(s) 97 (click to see context) from:
[[folder:Lurking Ray]]
to:
Changed line(s) 99,103 (click to see context) from:
->'''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.
->'''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 speciesSmall
Noble and kind messengers from the depths ofaberration 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.
->'''Alignment:'''
->'''Size:'''
Originally three distinct creatures in D&D, Pathfinder 1e consolidates them into a single species
Noble and kind messengers from the depths of
Changed line(s) 105 (click to see context) from:
* MoreDeadlyThanTheMale: The females of this species have one more CR than the males.
to:
* MoreDeadlyThanTheMale: The females of this species have one TheCassandra: Their peculiar appearance and origins make their quest considerably more CR than difficult.
* CreepyGood: They are aberrations from themales.most distant reaches of space -- something that in ''Pathfinder'' breeds little but mind-breaking horrors -- who resemble acid-dripping flying jellyfish... and are also AlwaysLawfulGood, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
* CreepyGood: They are aberrations from the
Changed line(s) 108,111 (click to see context) from:
[[folder:Mimic (Multispothol)]]
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:''' 4 (normal), 8 (failed apotheosis)
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 113,115 (click to see context) from:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
to:
->'''Size:''' Medium (normal), Huge (failed apotheosis)
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creationsHuge
Apex predators of thealghollthu, but have long since slipped the leash and become an independent menace.swamps, capable of hunting dinosaurs or even dragons.
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
Apex predators of the
Changed line(s) 117,142 (click to see context) from:
* BecomeARealBoy: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
* BioluminescenceIsCool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
* BizarreAlienBiology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
* BizarreAlienReproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
* BizarreAlienSenses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
* BlueAndOrangeMorality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
* BodyHorror: A failed-apotheosis mimic's natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it [[BrownNote inflicts physical ability damage]].
* ChestMonster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
to:
* BecomeARealBoy: Mimics that encounter humans enough will find 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, asuccess.
* BioluminescenceIsCool: Some mimics havefroghemoth 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 thelong 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.
* OverlyLongTongue: Like actual frogs, a
* BioluminescenceIsCool: Some mimics have
* 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
* 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",
*
* 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,
* EasyAmnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
* ExcrementStatement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
* LegoGenetics: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the alghollthu as weapons of subterfuge.
* GeneticMemory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
* HealingFactor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
* IfICantHaveYou: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
* IWorkAlone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
* LivingStructureMonster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
* ManBehindTheMan: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
* MonsterOrganTrafficking: A mimic's skin can be used to replace polymorph spells when crafting magic items.
* MoreTeethThanTheOsmondFamily: A mimic's only consistent feature as it devours foes regardless of its current disguise.
* MorphWeapon: While most mimics simply bludgeon prey with CombatTentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
* NonMaliciousMonster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak [[BlackSpeech Aklo]]).
* NotQuiteFlight: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
* ShapeshiftingFailure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 145,147 (click to see context) from:
[[folder:Otyugh]]
->'''Type:''' Aberration
->'''Level:''' 4
->'''Type:''' Aberration
->'''Level:''' 4
to:
->'''Type:'''
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 149,151 (click to see context) from:
->'''Size:''' Large
Creatures that revel in their role as scavenger and garbage disposal.
Creatures that revel in their role as scavenger and garbage disposal.
to:
->'''Size:''' Large
Creatures that revel inMedium
Screaming masses of misshapen flesh who drive others mad with theirrole as scavenger and garbage disposal.cries.
Creatures that revel in
Screaming masses of misshapen flesh who drive others mad with their
Changed line(s) 153,154 (click to see context) from:
* ArchEnemy: Ofalths' domains typically overlap with those of otyughs. Otyughs consider ofalth flesh an intoxicating delicacy, while ofalths seem to particularly enjoy taking otyughs apart one piece at a time.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
* MundaneUtility: More than one city keeps otyughs in its sewers as a living waste disposal system.
to:
* ArchEnemy: Ofalths' domains typically overlap AcidAttack: A gibbering mouther can emit a stream of acidic spittle.
* BlobMonster: It's a seething, constantly shifting blob studded withthose 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.
* BlobMonster: It's a seething, constantly shifting blob studded with
*
* TooManyMouths: Countless mouths constantly form and disappear all over a gibbering mouther's body.
Changed line(s) 157,160 (click to see context) from:
[[folder:Rust Monster]]
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:''' Aberration
->'''Level:''' 3 (normal), 6 (rust lord)
to:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_rust_monster.jpg]]
->'''Type:'''
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 162,164 (click to see context) from:
->'''Size:''' Medium (normal), Large (rust lord)
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
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.
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
Burrowing worm-like creatures with high durability against mundane weapons.
Changed line(s) 166,167 (click to see context) from:
* 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.
* 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 creaturesCombatTentacles: Th grick's mouth is a sickening tangle of tentacles and can't do much to hooked jaws.
* MadeOfIron: They're aplayer 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.
* MooksAteMyEquipment: Rust monsters aren't terribly powerful creatures
* MadeOfIron: They're a
Changed line(s) 170,172 (click to see context) from:
[[folder:Thought Eater]]
->'''Type:''' Aberration
->'''Level:''' 2
->'''Type:''' Aberration
->'''Level:''' 2
to:
->'''Type:'''
-> '''Type:''' Aberration
->'''Level:'''
Changed line(s) 174,176 (click to see context) from:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.
Tiny predators from the Ethereal Plane that feed on thoughts.
to:
->'''Size:''' Tiny
Tiny predators from the Ethereal Plane that feed on thoughts.(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.
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.
Changed line(s) 178 (click to see context) from:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some of its thoughts.
to:
* AbstractEater: As their name would indicate, these creatures feed on thoughts. A living corporeal creature that takes damage from a thought eater's bite loses some MoreDeadlyThanTheMale: The females of its thoughts.this species have one more CR than the males.
Changed line(s) 181 (click to see context) from:
[[folder:Vampiric Mist]]
to:
[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_mimic.png]]
Changed line(s) 183,187 (click to see context) from:
->'''Level:''' 3
->'''Alignment:''' NeutralEvil
->'''Size:''' Medium
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
->'''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 mostMedium (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 theirtime seeking prey.waiting jaws. They were originally creations of the alghollthu, but have long since slipped the leash and become an independent menace.
->'''Alignment:'''
->'''Size:'''
Amorphous creatures halfway between liquid and gas, vampiric mists spend most
An old RPG favorite, [[ChestMonster mimics]] can take the form of any number of inanimate objects to lure the careless into their
Changed line(s) 189 (click to see context) from:
* VampiricDraining: Vampiric mists feed on blood, and are often mistaken for vampires in gaseous form.
to:
* VampiricDraining: Vampiric mists feed 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 oftenmistaken 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 forvampires 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 ingaseous 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.
* 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
* 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
* 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
* StickySituation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
* StomachOfHolding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
* TwinDesynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Changed line(s) 192,199 (click to see context) from:
[[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.
[[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:
[[quoteright:300:https://static.
[[quoteright:350:https://static.tvtropes.
->'''Level:'''
->'''Alignment:'''
->'''Size:'''
Evil spellcasters
Creatures of immense power who
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.
----
* {{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]]...
[[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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Added DiffLines:
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]]
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]]