Follow TV Tropes

Following

Context Characters / PathfinderHumanoids

Go To

1!![[center: [-[[Characters/{{Pathfinder}} Index]] | [[Characters/PathfinderPlayableRaces Playable Races]] | [[Characters/PathfinderMonsters Monsters]] ('''Humanoids''' | [[Characters/PathfinderAnimals Animals]] | [[Characters/PathfinderBeasts Beasts]] | [[Characters/PathfinderPlants Plants]] | [[Characters/PathfinderFungi Fungi]] | [[Characters/PathfinderFey Fey]] | [[Characters/PathfinderDragons Dragons]] | [[Characters/PathfinderAberrations Aberrations]] | [[Characters/PathfinderConstructs Constructs]] | [[Characters/PathfinderOozes Oozes]] | [[Characters/PathfinderUndead Undead]] | [[Characters/PathfinderSpirits Spirits]] | [[Characters/PathfinderElementals Elementals]] | [[Characters/PathfinderEthereal Ethereal]] | [[Characters/PathfinderShadow Shadow]] | [[Characters/PathfinderVitality Vitality]] | [[Characters/PathfinderVoid Void]] | [[Characters/PathfinderDream Dream]] | [[Characters/PathfinderTime Time]] | [[Characters/PathfinderAstral Astral]] | [[Characters/PathfinderCelestials Celestials]] | [[Characters/PathfinderMonitors Monitors]] | [[Characters/PathfinderFiends Fiends]])]]-]
2
3This page is part of the character sheet for ''TabletopGame/{{Pathfinder}}'', covering non-playable '''Humanoid''' creatures (previously split into Humanoids and Monstrous Humanoids in First Edition). For playable races, see Characters/PathfinderPlayableRaces.
4
5Humanoids are those creatures the most like humans in overall appearance, and are usually less outwardly magical than other creatures. Insofar as this term can really be applied, they are the most "mundane" of the races of the multiverse.
6
7For tropes pertaining to non-playable humanoids in ''TabletopGame/{{Starfinder}}'', see Characters/StarfinderHumanoids.
8%%NOTE: Several creatures on this page were classified as monstrous humanoids or native outsiders in First Edition, and are provisionally placed here pending their 2E update. Move them to the appropriate page if they're re-classified.
9[[foldercontrol]]
10
11!Templates
12%%[[folder:Animal Lord]]
13%%->'''Level Adjustment:''' + 2
14%%->'''Alignment:''' Any Neutral
15%%->'''Size:''' Same as base creature
16%%[[/folder]]
17
18[[folder:Id Mutant]]
19[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_id_mutant.jpg]]
20[[caption-width-right:300:An elven id mutant with a toad's features.]]
21->'''Level Adjustment:''' +1
22->'''New Alignment:''' ChaoticNeutral
23
24Humanoid creatures hold deep within their minds and hearts remnants of animalistic behaviors, known to some scholars as the Id. When powerful magic acts upon this mental force, it can warp not only their minds but their bodies into those of beasts.
25
26This template can be found in ''Doom Comes to Dustpawn''.
27----
28* TheBerserker: One of the mutations they can gain is the ferocity trait.
29* CombatTentacles: One of the mutations they can gain is two tentacle attacks, with even more if they have a higher CR.
30* DumbMuscle: Becoming an id mutant brings +4 to Strength and Constitution, but -6 to Intelligence.
31* InnateNightVision: Downplayed version, all id mutants gain low-light vision.
32* LittleBitBeastly: Id mutants bear animalistic features, though what animal they resemble can be nearly anything.
33* ManBitesMan: All id mutants gain a natural attack, which can be a bite attack.
34* TheMcCoy: An animalistic, primal version. Id mutants care about little more than what an animal would, fueled entirely by emotion and craving things like food, shelter, and basic pleasures.
35* TheNoseKnows: One of the mutations they can gain is the scent ability.
36* WolverineClaws: Id mutants that gain a talon or a claw attack have some version of this.
37[[/folder]]
38
39[[folder:Paaridar]]
40->'''Alignment:''' LawfulEvil
41----
42* ArtificialHybrid: Monks dissatisfied with the limits of their humanoid forms can become paaridars by blending the features of their species with the form of another creature.
43[[/folder]]
44
45[[folder:Werecreatures]]
46->'''Challenge Rating Adjustment:''' +1
47
48Werecreatures were once ordinary humanoids, but were infected with a bestial nature. This nature take over during the full moon, transforming their bodies and minds into the animals they are connected to.
49----
50* TheBeastmaster: A limited example; werecreatures can communicate and influence animals of the kind they transform into -- wolves for werewolves, birds of prey for wereraptors, pest rodents for wererats, and so on -- but cannot outright control them.
51* BigCreepyCrawlies: A few werecreatures, known as entothropes, transform into gigantic versions of their associated vermin types.
52* NonIndicativeName: "Lycanthrope" simply means "werewolf" -- it's a combination of the Greek words ''lúkos'', meaning "wolf", and ''anthropos'', meaning "human" -- but is used to refer to any and all werecreatures in 1st Edition.
53* OurWerebeastsAreDifferent: Humanoids who can shift between a human (or elf, or dwarf, or whatever else) form, an animal form and a hybrid form, but are forcefully shifted into their hybrid forms under the full moon. They're vulnerable to silver weapons and can infect others with their curse through their bites and stings (if they have one), and can be either natural werecreatures (who were born as such) and afflicted ones (who were transformed later in life). Afflicted werecreatures can be cured by eating wolfsbane (if their animal form is a vertebrate) or belladonna (if their animal form is an arthropod) and surviving its poison without magical aid, but natural werecreatures can never change what they are.
54
55!!Wereant
56->'''Alignment:''' LawfulEvil
57----
58* HiveMind: Wereants operate with a shared hive intelligence.
59
60!!Werebat
61->'''Alignment:''' NeutralEvil
62
63Natives of jungles and tropical caverns, werebats are often reported in the Darklands.
64----
65* BatPeople: They turn into monstrous humanoid bats when in hybrid form.
66* FurAgainstFang: While most werecratures have few direct feuds with vampires, werebats intensely dislike them due to other creatures mistaking them for the undead, and often work to oppose them.
67
68!!Werebear
69->'''Alignment:''' LawfulGood
70
71Natives of cold wildernesses, werebears are some of the few Good-aligned werecreatures and dedicate their lives to hunting evil.
72----
73* BearyFriendly: Werebears are AlwaysLawfulGood. If you happen to be evil they are still bad news, however.
74* HeroWithBadPublicity: While werebears are benign and heroic creatures, other werecreatures -- especially the more common and well-known ones -- very much aren't, and people tend to assume that werebears are likewise evil monsters by association.
75* TokenGoodTeammate: Werebears are the only lycanthropes to be explicitly Good-aligned, and generally the only ones heroes will be likely to ally with.
76
77!!Wereboar
78->'''Alignment:''' ChaoticNeutral
79
80Solitary, aggressive wilderness hermits, wereboars are most commonly hill giants.
81----
82* PigMan: In hybrid form, they resemble hairy humanoids with the heads of boars.
83
84!!Werecrocodile
85->'''Alignment:''' NeutralEvil
86
87Swamp-dwelling, solitary predators who rarely spread their curse to others.
88----
89* NeverSmileAtACrocodile: The werecrocodile is a malicious and cunning predator with the ruthless determination of a crocodile and the intelligence and adaptability of a humanoid.
90
91!!Weremoose
92----
93* TheHermit: Weremoose are usually grumpy and stubborn and find it difficult to get along with others, so most live as hermits.
94
95!!Wereraptor
96->'''Alignment:''' LawfulNeutral
97
98Reclusive avian shapeshifters living in mountain aeries, wereraptors rarely associate with either other humanoids or one another.
99----
100* BirdPeople: In hybrid form, they resemble anthropomorphic hawks with humanoid feet and arm-wings.
101* BlessedWithSuck: The can shapeshift at will and possess extremely acute senses that carry over in human form... but they find the process of shapeshifting itself to be agonizingly painful, and easily experience sensory overload as their eyesight constantly refocuses on distant objects and as their hearing is overwhelmed by the thunder of whispers and heartbeats.
102* SuperSenses: The keen senses of their avian forms carry over in humanoid form, giving them extremely sharp vision and sensitive hearing.
103
104!!Wererat
105->'''Alignment:''' LawfulEvil
106
107Canny, communal werecreatures who lurk in major cities and often form or associate with thieves' guilds.
108----
109* RatMen: In hybrid form, they take on the appearance of lean bipedal rats.
110* YouDirtyRat: Vicious, scheming, underhanded and thieving murine shapeshifters.
111
112!!Wereshark
113->'''Alignment:''' ChaoticEvil
114
115Most often found in the warm seas around the Shackles, weresharks see the seas and islands around their homes as their rightful domains and often impose themselves as warlords and rulers over both aquatic and island communities.
116----
117* KnowWhenToFoldEm: Weresharks are born survivors who will swiftly retreat when truly in danger and find a sense of honour ridiculous.
118* SharkMan: In hybrid form they're hulking, clawed, top-heavy humanoids with the heads, tails and dorsal fins of sharks.
119* ThreateningShark: The curse of the wereshark instills a crude and bloodthirsty attitude, and most weresharks quickly gain a reputation for capricious violence.
120
121!!Weretiger
122->'''Alignment:''' NeutralEvil
123
124Fierce, jungle-dwelling predators native to Golarion's tropical regions who believe themselves to have a divine right to rule over those they perceive as prey.
125----
126* CatFolk: Weretigers in hybrid form are tailed, striped, fur-covered humanoids with entirely tigrine heads.
127
128!!Werewolf
129->'''Alignment:''' ChaoticEvil
130
131The archetypal werecreatures, werewolves are savage predators who haunt wildernesses and prey upon isolated communities and travelers on lonely roads.
132----
133* OurWerewolvesAreDifferent: Savage predators who shift between humanoid, wolf and wolf-man forms, and the terrors of isolated farmsteads, rural villages and lonely travelers.
134* WolfMan: In their hybrid form, they resemble hulking humanoid wolves.
135
136!!Weremantis
137->'''Alignment:''' LawfulEvil
138----
139* AnimalStereotypes: Weremantises rarely associate with other humanoids outside of short, passionate trysts that, as per the archetype of the mantis that eats her mate, typically go down in flames and end with the weremantis killing their lover.
140* SlayingMantis: Graceful, deadly and evil killers; the example mantis in ''Bestiary 6'' is also classed as a monk, mirroring mantises' associations with deadly martial artists.
141
142!!Werespider
143->'''Alignment:''' NeutralEvil
144----
145* GiantSpider: They turn into colossal spiders when in beast form.
146
147!!Werewasp
148->'''Alignment:''' ChaoticNeutral
149[[/folder]]
150
151!Families
152[[folder:Hag]]
153->'''Alignment:''' Evil
154----
155* AbusiveParents: Hags in the Remaster are heavily inspired by classic abuse behaviors, to the point where the Monster Core advises keeping careful and having trigger warnings around actual survivors of abuse and clearing the use of hags' full monstrosity with them.
156* AnthropomorphicPersonification: Some scholars believe hags to be living embodiments of humanity's fear of aging.
157* FantasticRacism: Hags hate all other humanoids, and especially despise humans.
158* HumanDisguise: Hags, whose true forms are monstrous and horrifying, can take on the appearance of any Medium humanoid woman.
159* OneGenderRace: Male hags do not exist (though, weirdly, male changelings, larval hags, do -- scholars theorize hags kill them or they become apparently female after the Change ritual).
160* ProgressivelyPrettier: Hags in the Remaster as significantly often less conventionally ugly and more alien in their true forms than previously portrayed (for example, sweet hags look less like green-skinned, hunchbacked warty crones they did as green hags and more like dumpy but maternal women made out of taffy with gumdrop eyes) - though averted for sea hags, who possess a nice set of ScaryTeeth.
161* TeethClenchedTeamwork: Hags in the same coven are torn between a thirst for greater power and a fragile ego that considers her fellow coven members to be rivals, or even enemies.
162* ToServeMan: Hags are notorious cannibals, and eagerly add humanoid flesh to their meals.
163* UnknownRival: Skelms maintain that they have been unfairly cursed or betrayed by hags, but hags pay little attention to skelms.
164* VoluntaryShapeshifting: Most hags can take on the shape of women from other humanoid species.
165* WickedWitch: As a group, hags are based on the classical fairytale portrayal of witches as hideous, malevolent and cannibalistic crones living in the wilderness.
166* WouldHurtAChild: Hags are malevolent predators who prey upon children and young adults with magic and manipulation.
167
168!!Sea Hag
169[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sea_hag.png]]
170->'''Level:''' 4
171->'''Alignment:''' ChaoticEvil
172->'''Size:''' Medium
173
174Amphibious hags who torment sailors and the residents of coastal settlements, spreading disorder and offering cruelly unfair bargains to the desperate.
175----
176* DealWithTheDevil: Sea hags can strike bargains where the other party surrenders some trait or quality they value in exchange for a favor or service from the hag. Naturally, these deals are invariably stacked in the sea hag's favor.
177* ShoutOut: Their ability to take someone else's qualities for themselves in exchange for magical aid in shapeshifting is right out of ''Literature/TheLittleMermaid'', especially given the ''Bestiary'' explicitly listing one's voice as an example of what one might bargain away to a sea hag. They even have octopus lower bodies, bringing to mind [[Franchise/TheLittleMermaid Ursula]].
178* UnscaledMerfolk: A sea hag has the upper half of a humanoid and the lower half of an octopus.
179
180!!Sweet Hag
181[[quoteright:400:https://static.tvtropes.org/pmwiki/pub/images/10_26_pzo12003_sweet_hag.png]]
182->'''Level:''' 4
183->'''Size:''' Medium
184----
185* BitchInSheepsClothing: Sweet hags act like friendly cooks in order to lure children and youths into tasting their mystically cursed sweets, either to eat them later or turn them into servants.
186* CharmPerson: Sweet hags enchant their food to magically charm others and task them with their busywork.
187* ChildEater: Sweet hags prey upon children, especially those who are impoverished and unlikely to be missed--sweet hags offer them food and a veneer of kindness before devouring the hapless child.
188* EvilChef: Masters of making sweets that contain their mind-influencing magic and poison.
189
190!!Ash Hag
191->'''Level:''' 5
192->'''Alignment:''' LawfulEvil
193->'''Size:''' Medium
194----
195* AshesToAshes: An ash hag can fill the lungs of a target with thick, ashy cinders, which must be coughed up by the victim. Once they have lured victims back to their lairs, ash hags sometimes feed them ashes until they eventually perish.
196
197!!Green Hag
198[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_green_hag.png]]
199->'''Level:''' 5
200->'''Alignment:''' ChaoticEvil
201->'''Size:''' Medium
202
203Bitter, hateful hags who delight in brining ruin to the pure, beautiful and good-hearted.
204----
205* BreathWeapon: Green hags can exhale clouds of weakening gas.
206* GreenThumb: They add a number of plant-based spells to the covens they join, and can turn themselves into trees.
207* {{Transflormation}}: A green hag can cast ''tree shape'' at will.
208
209!!Iron Hag
210[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_annis_hag.png]]
211->'''Level:''' 6
212->'''Alignment:''' ChaoticEvil
213->'''Size:''' Large
214
215The strongest and most brutal of the common hags. Eschewing trickery and guile, they prefer to hunt their targets down and brutally tear them limb from limb before feasting on their flesh - assuming they don't abduct them to raise them in some strange mind game.
216----
217* AbusiveAlienParents: They don't eat the children or youths they abduct, but raise them - and iron hags are massive {{Control Freak}}s to said "charges."
218* ColdIron: An iron hag's claws count as cold iron for the purposes of inflicting damage.
219* CreepilyLongArms: An iron hag's true form has unnaturally long arms.
220* InvasionOfTheBabySnatchers: Iron hags most often snatch babies, too young to even remember to fight back, from their cradles, though they sometimes target fearful children or youths who suffer from anxiety. They then imprison their victims in towers or enchanted dungeons.
221
222!!Storm Hag
223->'''Level:''' 7
224->'''Alignment:''' ChaoticEvil
225->'''Size:''' Medium
226
227* ShockAndAwe: Storm hags can call down lightning bolts and deliver electric shocks through melee attacks.
228* WeatherManipulation: Storm hags have innate control over the weather, especially wind and lightning. They can innately cast a number of spells of this sort, and can grant other hags in their coven the ability to whip up winds and create localized lightning storms.
229
230!!Winter Hag
231->'''Level:''' 7
232->'''Alignment:''' ChaoticEvil
233->'''Size:''' Medium
234----
235* AnIcePerson: They possess the innate ability to afflict other creatures with frostbite, project cones of icy energy, summon wintry weather events, and create walls of ice. They can also climb on and walk across icy surfaces without difficulty and create staffs of steel-hard black ice. In addition, they grant the ability to walk safely across ice and see through flying snow to other hags within their coven.
236* SeeTheInvisible: Winter hags have ''see invisibility'' as a constant spell-like ability.
237* WeatherManipulation: They can call up banks of fog and create windy or icy weather.
238
239!!Blood Hag
240->'''Level:''' 8
241->'''Alignment:''' NeutralEvil
242->'''Size:''' Medium
243----
244* PlayingWithFire: A blood hag who has removed her skin by using mask evil can assume the form of a flying ball of fire.
245
246!!Rust Hag
247->'''Level:''' 8
248->'''Alignment:''' ChaoticEvil
249->'''Size:''' Medium
250----
251* MooksAteMyEquipment: A rust hag's touch causes metal to rapidly rust and corrode.
252* ScarredEquipment: Any firearm wielded by a rust hag functions properly no matter how rusty it gets.
253
254!!Grave Hag
255->'''Level:''' 9
256->'''Alignment:''' ChaoticEvil
257->'''Size:''' Medium
258----
259* FantasticRacism: Grave hags often bear a sense of smug superiority and are quick to enumerate their advantages over other types of hags, except night hags. They dismiss anything other hags can do but which they can't (such as changing shape) as valueless trickery.
260
261!!Cuckoo Hag
262[[quoteright:400:https://static.tvtropes.org/pmwiki/pub/images/10_30_pzo12003_cuckoo_hag_0.png]]
263->'''Level:''' 9
264->'''Alignment:''' NeutralEvil
265->'''Size:''' Medium
266----
267* AlternateCompanyEquivalent: The cuckoo hag, who hunts for mortal souls, bears more than a passing resemblance to the ''TabletopGame/DungeonsAndDragons'' night hag, who is also of a similar level and had to be left behind when the OGL was dropped. Unlike the classic night hag, the cuckoo hag is not a fiend and doesn't sell souls to fiends but simply imprisons them within constructs.
268* BirdPeople: Post-Remaster, cuckoo hags are a bit avian-seeming, hunching like predatory birds and with talons for feet.
269* HornedHumanoid: Pre-Remaster night hags sport a pair of curling, ram-like horns growing from their temples.
270* MasterOfIllusion: In their lairs, cuckoo hags possess complete control over the apparent environment.
271* LeanAndMean: A cuckoo hag's true form has an almost impossibly thin neck and limbs.
272* PocketDimension: A cuckoo hag is intrinsically connected to a pocket dimension that serves as their home domain.
273* ShoutOut: To [[Literature/{{Coraline}} the Other Mother]], as cuckoo hags entice children and lonely mortals to stay with them in seemingly paradise alternate dimensions, and then harvesting their souls to put in constructs resembling dolls.
274* YourSoulIsMine: Once they convince a mortal to stay in their magical world forever, the cuckoo hag drains their prey of life force, imprisons their soul and puts it into a construct.
275
276!!Moon Hag
277->'''Level:''' 10
278->'''Alignment:''' ChaoticEvil
279->'''Size:''' Medium
280----
281* DrivenToMadness: A moon hag can howl a litany of dreadful prognostications at a creature, which gnaw away at its sanity.
282
283!!Dreamthief Hag
284->'''Level:''' 11
285->'''Alignment:''' NeutralEvil
286->'''Size:''' Medium
287Powerful cousins of night hags, dreamthief hags hunt dreaming minds in the Dimension of Dreams.
288----
289* DreamWalker: While in the same space as a dreaming creature, or when touching the boundary of a dreamscape, a dreamthief hag can force the dreaming creature into a lucid body and enter its dreamscape. Dreamthief hags use this ability to steal dreaming minds, trap them within dreamstones, and sell them to the highest bidder.
290
291!!Mute Hag
292->'''Level:''' 11
293->'''Alignment:''' ChaoticEvil
294->'''Size:''' Medium
295Hags so consumed by bitterness that they tore out their own eyes and tongue, as well as the light from their soul. Their stats can be found in ''The Harrowing'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/hag/hag-mute/ here]].
296----
297* EyeScream: A mute hag has torn out her own eyes and tongues out of bitterness.
298* RapidAging: A mute hag allowed to work for 10 minutes may cause victims to rapidly age.
299[[/folder]]
300
301[[folder:Mortic]]
302----
303* HorrorHunger: All mortic species have an obsessive, horrific, inhuman hunger, and see a crowded street as an ambulatory buffet.
304* MortalityGreyArea: Mortics are humanoids suffused with necromantic energies and given undead hunger and physiology. Though they resemble corpses and are healed by void energy and harmed by vitality, mortics are living creatures that still breathe, eat, sleep and procreate. A mortic can suspend their living functions by holding breath, becoming more like a true undead (in 1st Edition, spells and effects treat them as both undead and humanoids; when holding breath, they temporarily gain undead immunities in 1st Edition and the Undead trait in 2nd Edition). The undead nature of a mortic rebels when entering a consecrated area, which feels like a punch to the gut.
305
306!!Shadern
307[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mortic_shadernimmolator.png]]
308->'''Level:''' 1
309->'''Alignment:''' ChaoticEvil
310->'''Size:''' Small
311----
312* WreathedInFlames: Shaderns are highly flammable but immune to fire, and they enjoy lighting themselves (and everything else) on fire.
313
314!!Angheuvore
315[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mortic_angheuvore.png]]
316->'''Level:''' 2
317->'''Alignment:''' NeutralEvil
318->'''Size:''' Medium
319----
320* OurGhoulsAreCreepier: Elves are resistant to ghouls' paralysing touch, but not the disease that transforms humanoids into ghouls. Angheuvore mortics, or half-ghouls, are lanky, pallid creatures with an insatiable hunger for flesh, born to elven parents infected with ghoul fever.
321* WickedCultured: Like elves, angheuvores appreciate art, although angheuvore aesthetics are visceral and often unpleasant to other humanoids.
322
323!!Jitterbone
324[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mortic_jitterbone.png]]
325->'''Level:''' 4
326->'''Alignment:''' ChaoticNeutral
327->'''Size:''' Small
328----
329* RubberMan: Jitterbones have abnormally loose skeletons, and can control their skeletal structure, allowing them to shrug off crushing blows and slip through narrow spaces. Competitions to display this prowess and move up or down in a jitterbone community's hierarchy are common.
330
331!!Gurgist
332[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mortic_gurgist.png]]
333->'''Level:''' 6
334->'''Alignment:''' TrueNeutral
335->'''Size:''' Medium
336----
337* PrefersRawMeat: Gurgists are forever slowly rotting, and can only arrest this decay by consuming raw meat.
338* TeethClenchedTeamwork: In wilder areas, gurgists are sometimes even accepted by local human communities, not necessarily comfortable or friendly, but as allies against more dangerous forces.
339
340!!Lifeleecher
341[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mortic_lifeleecher.png]]
342->'''Level:''' 8
343->'''Alignment:''' ChaoticEvil
344->'''Size:''' Medium
345----
346* ImAHumanitarian: Since lifeleechers consume their foes' life energy with their maws, many of them gravitate toward cannibalism in general.
347* ManBitesMan: As their mortic ferocity activates, lifeleechers forgo weapons, instead ravaging their opponents with natural attacks, especially their savage, life-leeching maw.
348* TurnsRed: Upon receiving any killing blow, the lifeleecher's mortic ferocity activates. The mortic enters a feral, furious state that drives them on, allowing them to continue fighting where other humanoids, even orcs, would fall.
349
350!!Etioling
351[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mortic_etioling.png]]
352->'''Level:''' 10
353->'''Alignment:''' ChaoticNeutral
354->'''Size:''' Small
355----
356* TouchOfDeath: An etioling can corrupt living flesh with her touch, which manifests as physical wounds and aches from supernatural ageing.
357
358!!Relictner
359->'''Level:''' 12
360->'''Alignment:''' LawfulEvil
361->'''Size:''' Medium
362----
363* TheJinx: In relictners' ruins, terrible accidents can happen with little warning, and lives can be lost in sudden structural collapses. Relictners themselves are almost never in any danger, however.
364* WalkingWasteland: The relictners' curse rots and weathers everything the relictner sees or touches until only ruins are left.
365[[/folder]]
366
367[[folder:Oni]]
368----
369* EvilOverlord: Oni are most comfortable in positions of leadership over enslaved or oppressed societies populated by humanoids they can masquerade as.
370* ExtraEyes: Many oni species have a third eye on their forehead.
371* FaceHeelTurn: The majority of oni were once kami who lost their sacred wards and transformed into violent creatures. Some believe that oni can be spiritually placated through proper ritual worship that transforms them back into kami.
372* AFormYouAreComfortableWith: All oni are capable of changing their shape to assume forms more pleasant to the eye.
373* ForTheEvulz: To the oni, no pleasure is more enjoyable than one that deprives or wounds another.
374* {{Gonk}}: An oni's true form is always similar to that of a specific humanoid race, save that it is always deformed and monstrous.
375* MonsterLord: Particularly powerful oni gather to their side entire legions of oni.
376* MythologyGag: Oni are said to be often mistaken for fiends, a reference to how they were actually classified as fiends before the Remaster gave them a portrayal closer to their source material.
377* {{Oni}}: Oni are large, brutal humanoids with bright skin, tusks and horns who originate from Tian Xia and can command storms and disguise themselves as other humanoids.
378* SenseFreak: Oni arrive in physical form starved for sensory experience, and never fully sate their desire to gorge on such experiences.
379* WasOnceAMan: Rarely, a mortal's soul can become a disembodied oni upon death or, in even rarer cases, after a truly evil individual has undergone a particularly vile ritual that ends in suicide.
380* WhyDidItHaveToBeSnakes: Oni are curiously afraid of beans, especially as the seasons begin to change.
381
382!!Spirit Oni
383->'''Level:''' 1
384->'''Alignment:''' LawfulEvil
385->'''Size:''' Tiny
386
387Oni with bodies made from their own spiritual essence rather than taking a humanoid form. Their stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-spirit-oni/ here]].
388----
389* DirtyCoward: Even after being freed from servitude, spirit oni are too cowardly to take the risk of destroying themselves so that they can try to reincarnate as a more powerful oni.
390* EquippableAlly: A spirit oni can be worn as a mask by a willing Small or Medium creature.
391* EvilMask: The ritual to gain a spirit oni familiar requires the spellcaster to craft a particularly fiendish and fierce-looking oni mask, then attract a bodiless oni to it.
392* {{Familiar}}: A spirit oni is created when an evil spellcaster wishes to use an oni as a familiar.
393* FlyingFace: A spirit oni's body is little more than a flying, monstrous mask.
394* TheResenter: A spirit oni bound to a master is robbed of its immediate chance to achieve a human form. As a result, spirit oni are foul-tempered and cantankerous creatures, even to their masters.
395
396!!Village Oni
397->'''Level:''' 4
398->'''Alignment:''' LawfulEvil
399->'''Size:''' Medium
400
401Oni who derive their forms from humans. Their stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-kuwa/ here]].
402----
403* {{Greed}}: Once a village oni secures a position in a human society, the accumulation of wealth becomes its primary motivation.
404
405!!Ja Noi
406->'''Level:''' 5
407->'''Alignment:''' LawfulEvil
408->'''Size:''' Medium
409
410Oni who derive their forms from hobgoblins. Their stats can be found in ''Jade Regent: Forest of Spirits'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-ja-noi/ here]].
411----
412* BadBoss: If not allowed to fight for too long, a frustrated ja noi might violently turn on its followers, slaughtering entire hobgoblin tribes.
413* BloodKnight: Ja noi have an insatiable thirst for combat that drives them to pursue battle and bloodshed.
414* EgomaniacHunter: In extremely rare cases, when they have no campaigns to wage and no humanoid enemies to battle, ja noi simply disappear into the wilderness to fight the mightiest creatures they can find.
415
416!!Yamabushi Tengu
417->'''Level:''' 5
418->'''Alignment:''' LawfulEvil
419->'''Size:''' Medium
420
421Oni who derive their forms from tengu. Their stats can be found in ''Jade Regent: The Brinewall Legacy'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-yamabushi-tengu/ here]].
422----
423* AmazingTechnicolorPopulation: In their humanoid form, they have fiery scarlet skin.
424* BirdPeople: In one of their forms, they resemble large, humanoid crows with distinct arms and wings.
425* {{Tengu}}: Yamabushi tengu are oni who cloak themselves in the forms of tengu, and can alternate between two interpretations of this trope -- a winged crow-like avian and a winged, red-skinned humanoid with a prodigiously long nose.
426* VoluntaryShapeshifting: Yamabushi tengu can voluntarily alternate between two forms, one more avian and one more humanoid.
427* WingedHumanoid: They possess wings attached to their shoulders in both forms -- unlike true tengu, notably, which are wingless and flightless.
428
429!!Kigyo
430->'''Level:''' 6
431->'''Alignment:''' LawfulEvil
432->'''Size:''' Medium
433
434Oni who derive their forms from merfolk. Their stats can be found in ''Ruins of Azlant: City in the Deep'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-kigyo/ here]].
435----
436* OurMermaidsAreDifferent: Kigyos take a form resembling a corrupted parody of a merfolk. Like merfolk, kigyos have a torso, arms and an aquatic lower body. Unlike a merfolk, a kigyo has a monstrous face and its body resembles that of a seahorse.
437* ProngsOfPoseidon: Fitting for oni derived from merfolk, kigyos are experts at wielding tridents as deadly weapons.
438
439!!Nogitsune
440->'''Level:''' 7
441->'''Alignment:''' NeutralEvil
442->'''Size:''' Medium
443
444Oni who derive their forms from kitsune. Their stats can be found in ''Jade Regent: Night of Frozen Shadows'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-nogitsune/ here]].
445----
446* AsianFoxSpirit: Nogitsune mimic true kitsune in form and magic, incarnating as fox-headed humanoids capable of shapeshifting into human form and fond of destructive tricks and manipulation.
447* TheCorrupter: They take particular joy in corrupting kitsune and sending them down evil and destructive paths.
448* MorphicResonance: Nogitsune can take on human form, but always retain a few distinctly vulpine traits.
449* NonHumanHead: In their true form, nogitsune resemble furry humans with fox heads.
450* OneGenderRace: Nogitsune are always and only female.
451* PoisonedWeapons: Nogitsune almost universally favor using weapons coated in poisons meant to incapacitate but not kill their victims.
452
453!!Najikai
454->'''Level:''' 8
455->'''Alignment:''' LawfulEvil
456->'''Size:''' Large
457
458Oni who derive their forms from nagaji.
459----
460* PoisonousPerson: Najikai have long venomous fangs.
461
462!!Mountain Oni
463[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/oni_onidoshi.png]]
464->'''Level:''' 8
465->'''Alignment:''' LawfulEvil
466->'''Size:''' Large
467
468Oni who derive their forms from ogres. Their stats can be found in ''Bestiary'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-ogre-mage/ here]].
469----
470* TheHedonist: While other oni might have a stronger connection to the spiritual world, mountain oni have little interest in anything beyond satisfying their relentless appetites.
471* LazyBum: Mountain oni are lazy, gluttonous and can coexist with nearby villages so long as they're well fed.
472* MonsterLord: Pre-Remaster onidoshi are often the leaders of ogre tribes, which they awe and cow through their intellect and magical power.
473* NonIndicativeName: The 1st Edition name ''ogre mage'' comes from their association with ogres; ogre mages aren't actual ogres.
474
475!!Atamahuta
476->'''Level:''' 11
477->'''Alignment:''' LawfulEvil
478->'''Size:''' Large
479
480Oni who derive their forms from ettins. Their stats can be found in ''Jade Regent: The Hungry Storm'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-atamahuta/ here]].
481----
482* MultipleHeadCase: An atamahuta possesses two heads, like ettins. The right head most directly controls its actions in physical combat, and is also the only one that talks; the left head constantly mutters nonsense, and is the source of the oni's arcane power.
483* YouHaveOutlivedYourUsefulness: Most atamahuta find it beneficial to procure a silver-tongued ally who can serve as their mouth. Once they have established control over a certain realm, atamahuta will usually either kill or enslave their allies, whom they see as potential threats to their rule.
484
485!!Earth Yai
486->'''Level:''' 13
487->'''Alignment:''' NeutralEvil
488->'''Size:''' Large
489
490Oni who derive their forms from stone giants. Their stats can be found in ''Jade Regent: Tide of Honor'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-earth-yai/ here]].
491----
492* DishingOutDirt: An earth yai can fire an incredibly dense stone from its third eye.
493
494!!Snow Oni
495[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/frost_yai.png]]
496->'''Level:''' 14
497->'''Alignment:''' ChaoticEvil
498->'''Size:''' Large
499
500Oni who derive their forms from frost giants. Their stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-ice-yai/ here]].
501----
502* AttackReflector: When hit by a ranged strike or spell, a snow oni creates a reflective blockade of ice to block the attack and potentially reflect it at other creatures.
503* AnIcePerson: Snow oni's connection to elemental cold allows them to channel icy power through their physical attacks and call down bolts of frozen lightning.
504* MonsterLord: An ice yai before the Remaster is a natural leader among frost giants, tempering their savagery with its own wisdom.
505
506!!Caldera Oni
507[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fire_yai.png]]
508->'''Level:''' 15
509->'''Alignment:''' NeutralEvil
510->'''Size:''' Large
511
512Oni who derive their forms from fire giants. Their stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-fire-yai/ here]].
513----
514* EyeBeams: Pre-Remaster fire yai can shoot fiery missiles from their third eyes.
515* HotBlooded: Caldera oni are the most impulsive of their kind: several tales tell of clever heroes taunting caldera oni to act rashly.
516* MonsterLord: Many pre-Remaster fire yai seek out tribes of fire giants to infiltrate and rule.
517* PlayingWithFire: Caldera oni possess great control over their element and can breathe out superheated ash.
518* ShockAndAwe: A caldera oni's dance of burning war ends with a bolt of volcanic lightning called through the cloud of ash.
519* SuperSmoke: A caldera oni can turn into a cloud of volcanic ash.
520
521!!Taiga Yai
522->'''Level:''' 15
523->'''Alignment:''' NeutralEvil
524->'''Size:''' Huge
525----
526* EvilLuddite: Taiga yai zealously love nature in its purest form and gleefully destroy any established civilisations that they encounter.
527
528!!Night Oni
529[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/oni_shadowyai.png]]
530->'''Level:''' 16
531->'''Alignment:''' ChaoticEvil
532->'''Size:''' Large
533----
534* CruelAndUnusualDeath: Night oni subject those who refuse to submit to them to a veritable symphony of pain that leads to a painful, drawn-out, strangely beautiful death.
535* WickedCultured: Many night oni crave the pleasures of music and go to great lengths to secure bardic or musically inclined supplicants. These servants can find the experience extremely lucrative and enriching as long as they don't run afoul of their liege.
536
537!!Storm Oni
538->'''Level:''' 16
539->'''Alignment:''' LawfulEvil
540->'''Size:''' Huge
541
542Oni who derive their forms from cloud giants. Their stats can be found in ''Jade Regent: The Empty Throne'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-wind-yai/ here]].
543----
544* BadBoss: Nothing sets storm oni off in quite the same way as a weak or inept musician, and even the most innocent mistake can mean the fatal end for an indentured bard.
545* BlowYouAway: A storm oni can conjure a violent updraft, sending foes flying into the air and bringing them crashing back to the earth.
546* TheCorrupter: Storm oni take great pleasure in dominating cloud giants. Evil cloud giants tend to make the best soldiers, though if the storm oni can manage to sway good-aligned cloud giants under their banner, the subsequent wars are all the more satisfying.
547* ShockAndAwe: A storm oni can fire a bolt of electricity from its third eye.
548* WickedCultured: Storm oni have a particular affection for rare, magical instruments, especially those with strings. A storm oni takes great pride in its musical possessions, and also finds a unique pleasure in assembling masses of enslaved musicians to perform thunderous symphonies.
549
550!!Island Oni
551[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/water_yai.png]]
552->'''Level:''' 18
553->'''Alignment:''' ChaoticEvil
554->'''Size:''' Huge
555
556Oni who derive their forms from storm giants. Their stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-water-yai/ here]].
557----
558* ElementalShapeshifting: Before the Remaster, water yai can turn into a mobile pool of water.
559* EyeBeams: Island oni can fire lightning bolts from their third eyes.
560* HomeFieldAdvantage: An island oni can claim an island of up to 1-mile radius, after which it can freely control the weather in a 1-mile radius from the shore until it dies or leaves the island.
561* MakingASplash: An island oni can release waves of seawater by sweeping its spear in a full circle.
562* PetTheDog: Despite their evil natures, island oni are prone to acts of unexpected frivolity.
563* SeaMonster: Pre-Remaster water yai are the most at home dwelling beneath the waves.
564* ShockAndAwe: They can fire lightning from their eyes and call down lightning to strike a target hit by their spear.
565* WeatherManipulation: An island oni can freely control the weather on and around its home island, which is surrounded in thick fog and seaborne mirages that make it hard to locate and navigate around. In battle, it can fire a bolt of lightning into the air, which immediately roils with dark clouds, resulting in a downpour that lasts for a minute.
566
567!!Void Oni
568->'''Level:''' 20+
569->'''Alignment:''' LawfulEvil
570->'''Size:''' Huge
571
572The strongest of oni, void oni do not model themselves after any particular race, though they're closest to rune giants. Their stats can be found in ''Bestiary 3'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/oni/oni-void-yai/ here]].
573----
574* DoesNotLikeMagic: Voidlords generally eschew spellcasting classes under the opinion that might and the oni's inborn supernatural abilities are a greater path to conquest than mortal magic.
575* GlamourFailure: Their vanity is such that most void oni are masters of using their change shape ability to appear as breathtakingly handsome or beautiful giants, and it is in this form they prefer to live. Only when combat begins does their rage take control, causing them to revert to their true, horrific shapes.
576* ThePowerOfTheVoid: A void oni has the ability to launch a negative energy beam from its third eye, assume an ethereal void form, and create a lesser Sphere of Annihilation.
577[[/folder]]
578
579[[folder:Skelm]]
580->'''Alignment:''' LawfulEvil
581->'''Size:''' Medium
582----
583* HornedHumanoid: All skelms have branching antlers like those of a stag.
584* HumanDisguise: Skelms can use magical disguises to infiltrate settlements.
585* OneGenderRace: All skelms are male, and their offspring are undifferentiated members of the mother's species.
586* WasOnceAMan: An existing skelm can transform any evil humanoid who's overwhelmed with rage into another skelm.
587
588!!Street Skelm
589->'''Level:''' 3
590----
591* RabbleRouser: To excuse his actions or gather allies, a street skelm might rant about a target, building a pretense of some vague threat posed to the community's social order. These rantings can rally a mob to carry out the skelm's violence.
592
593!!Shrine Skelm
594->'''Level:''' 5
595----
596* CastFromHitPoints: A shrine skelm also takes damage when he seizes a divine spell cast by another creature.
597* CorruptChurch: Most shrine skelms insinuate themselves into positions of judgment in powerful religious groups to gain that power for their own use and abuse.
598
599!!Palace Skelm
600->'''Level:''' 8
601----
602* AristocratsAreEvil: They usually disguise themselves as nobles of some kind.
603* EnslavedTongue: When a palace skelm hears a creature speak, he can sow paranoia by worming his own, treacherous words on that creature's lips.
604
605!!Soul Skelm
606->'''Level:''' 10
607----
608* DemonOfHumanOrigin: Soul skelms arise from other skelms whose long-held wrath slowly twists them and replaces lingering fragments of their mortality with more fiendish aspects. In 2nd Edition, they have the Fiend trait, unlike their lesser kin.
609[[/folder]]
610
611!Singular Humanoids
612
613[[folder:Adlet]]
614->'''Level:''' 10 (11 for shamans)
615->'''Alignment:''' ChaoticNeutral
616->'''Size:''' Medium
617White-furred, humanoid wolves who live in scattered tribes in the far north of the world.
618----
619* BeastMan: Adlets are a fairly typical example of the barbaric bestial humanoids living in the wilderness. They resemble human-sized, humanoid wolves with snow-white fur, and live in tribal groups in the arctic north. While not evil -- they're Chaotic Neutral as a rule -- they're very aggressive and barbaric, and regularly come in conflict with other races and cultures who attempt to settle their frozen homelands. They also have no taboo against cannibalism and often eat their dead, which hasn't helped their public view among other species very much.
620* BreathWeapon: Adlets can exhale a freezing mist that deals cold damage and staggers opponents.
621* FantasticRaceWeaponAffinity: They favor spears in combat, and have bonuses for using them.
622* AnIcePerson: They are immune to cold and have access to a number of ice-based abilities, such as breathing freezing mist and creating localized ice and sleet storms, and their shamans can summon ice elementals. Conversely, they are very vulnerable to fire.
623* ImAHumanitarian: Adlets have no social taboos against cannibalism and usually eat their dead instead of burying or cremating them.
624[[/folder]]
625
626[[folder:Anugobu]]
627->'''Level:''' Any
628->'''Alignment:''' ChaoticNeutral
629->'''Size:''' Medium
630----
631* PocketDimension: An anugobu is intrinsically connected to a workshop, an extradimensional 10-foot cube that holds their collected tools and materials.
632* WallCrawl: Anugobus can walk on walls and ceilings.
633[[/folder]]
634
635[[folder:Anunnaki]]
636->'''Level:''' 18
637->'''Alignment:''' TrueNeutral
638->'''Size:''' Large
639----
640* AFormYouAreComfortableWith: When interacting with other species, each anunnaki adopts the guise of that species and calibrates its form to fit mores and prejudices.
641[[/folder]]
642
643[[folder:Asanbosam]]
644[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/asanbosam.png]]
645->'''Level:''' 6
646->'''Alignment:''' ChaoticEvil
647->'''Size:''' Large
648----
649* VampiricDraining: Asanbosams latch onto their victims' necks to drain their blood and fulfil the high iron requirement of their diet.
650[[/folder]]
651
652[[folder:Basavan]]
653->'''Level:''' 15
654->'''Alignment:''' NeutralGood
655->'''Size:''' Huge
656----
657* InHarmonyWithNature: Wise and peaceful stewards of the wilderness, basavans protect the plants and animals that share their homes in wooded mountains.
658[[/folder]]
659
660[[folder:Boggard]]
661[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_boggard.png]]
662->'''Level:''' 2
663->'''Alignment:''' ChaoticEvil
664->'''Size:''' Medium
665
666Viciously xenophobic [[FrogMen frog-like humanoids]]. For beings who worship a [[ChaoticEvil Demon]] [[DemonLordsAndArchdevils Lord]], their society is surprisingly rigid.
667----
668* AbsoluteXenophobe: Boggards absolutely loathe everyone who isn't a boggard.
669* CaptainErsatz: To the bullywugs of ''TabletopGame/ForgottenRealms''.
670* EvilLuddite: They absolutely ''hate'' technology and arcane magic.
671* FamilyValuesVillain: Disrespecting the Tribe Elder is a good way to get yourself killed.
672* FrogMen: Boggards are short, evil humanoids resembling large upright frogs, with no society beyond crude tribes living in muddy villages deep inside swamps and rainforests. They typically resemble common frogs, although those inhabiting tropical regions often have bright colors resembling those of poison arrow frogs. They start their life as tadpoles hatched in birthing pools, slowly growing in their limbs and climbing out of the pools once fully grown. They typically worship Gogunta, the demon lord of swamps and amphibians, and ally themselves with amphibian-like monsters such as froghemoths.
673* IAmAHumanitarian: And unlike the [[NobleSavage Lizardfolk]], they have no problem with [[ChronicBackstabbingDisorder helping speed up the process]].
674* MonstrousCannibalism: A core part of their society.
675* SadlyMythtaken: In Celtic folklore, boggards were jilted, vengeful [[TheFairFolk Brownies]].
676* ShadowArchetype: To the lizardfolk. Like the lizardfolk, they are an incredibly old race that is slowly dying out. Unlike the lizardfolk, they seem to blame the mere ''[[FeelingOppressedByTheirExistence existence]]'' of other races, cultures and ways of thinking for their predicament. It should also be noted that the [[SocialDarwinist boggards]] have more or less the opposite attitude to the [[ApeShallNotKillApe lizardfolk]] when it comes to intra-tribal conflict. The lizardfolk, for their part, loathe boggards and view their society as a degenerate mockery of their own.
677* SocialDarwinist: Any boggard not strong enough to fend off constant betrayal and attacks is, by their estimation, only worthy of [[MonstrousCannibalism becoming food]].
678* SwampsAreEvil: The presence of boggards is a great way for a swamp to develop a well-earned negative reputation.
679[[/folder]]
680
681[[folder:Bugbear]]
682[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_bugbear.png]]
683->'''Level:''' 2
684->'''Alignment:''' ChaoticEvil
685->'''Size:''' Medium
686
687Big, hairy, [[BuffySpeak fang-y]] and a lot smarter and sneakier than they have any right to be, bugbears aren't motivated by any kind of urge or goal that other humanoids can understand. [[ForTheEvulz They kill because they hate you and want to see you suffer]].
688----
689* ElementalShapeshifting: A variety of bugbears, the wetland-dwelling murds, can turn themselves into piles of living, moving mud.
690* ForTheEvulz: Bugbears kill to cause maximum pain and suffering to the victim's loved ones.
691* HopeCrusher: Part of how they toy with their victims is to offer them apparent avenues of escape or hitting them just as everything seems fine.
692* OurGoblinsAreDifferent: They're different even from other goblinoids in ''Pathfinder''. [[IndustrializedEvil Hobgoblins]] tend to find them notoriously risky to deal with, as their need to spread suffering doesn't exclude other goblinoids.
693%%* SerialKiller
694* StealthyColossus: {{Downplayed}}. They're around seven feet tall and incredibly bulky, but are disturbingly stealthy.
695* ToServeMan: Many bugbears' favourite food is human flesh.
696* {{Troll}}: Not literally, obviously, but they are nightmarishly good at emotional manipulation.
697* UndergroundMonkey: Numerous kinds and variants of bugbear exist, including wikkawaks (white-furred, arctic bugbears), kardans (gray-furred bugbears good at magically disguising themselves), murds (swamp-dwellers capable of turning themselves into living masses of tarry mud), slate-stalkers (urban bugbears capable of selective invisibility and immune to fire), koblaks (partway undead bugbears that are born dead and reanimate afterwards) and frightful haunters (bugbear specters who can create haunts).
698* WhyDidItHaveToBeSnakes: The swamp-dwelling bugbears known as murds are terrified of snakes and refuse to enter houses where these animals are kept, and people living in their territories often adopt various sorts of serpents as pets or guard animals, or openly revere snake gods and spirits, to keep the murds away.
699[[/folder]]
700
701[[folder:Buggane]]
702->'''Level:''' 5
703->'''Alignment:''' ChaoticEvil
704->'''Size:''' Large
705----
706* OurOgresAreHungrier: Bugganes are distant relatives of ogres, and share their surface-dwelling cousins' appetite for the flesh of sentient beings.
707[[/folder]]
708
709[[folder:Buso]]
710[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/buso.png]]
711->'''Level:''' 3
712->'''Alignment:''' NeutralEvil
713->'''Size:''' Medium
714----
715* {{Cyclops}}: Busos have a single eye and are sometimes compared to cyclopes. However, both species deny any common ancestry, and they evolved convergently in entirely different parts of the world.
716* EyeScream: Busos believe that when faced with a famine that threatened their existence, their ancestors each cut out one of their eyes as an offering to the malevolent spirits of the forest, imploring for their salvation.
717* GreenThumb: Busos boast innate powers over plants and their growth.
718* HornedHumanoid: A buso datu is born with an ivory horn that channels arcane fire.
719* SapientEatSapient: Busos reject the flesh of beasts, since it provides them no nutritional value and consuming it sickens and weakens them. Instead, they consume other humanoids, meaning they're almost always at odds with neighbours.
720[[/folder]]
721
722[[folder:Caliban]]
723[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_caliban.PNG]]
724->'''Level:''' 2
725->'''Alignment:''' ChaoticEvil
726->'''Size:''' Medium
727
728While single hags can only ever birth changelings, groups of hags can use their combined witchcraft to create abominable male children known as calibans. Their stats can be found in ''Tears at Bitter Manor'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Caliban here]].
729----
730* ArtificialHuman: Calibans are created by hag covens from sanies and ablutions that are stewed for days and then allowed to ferment into living creatures.
731* OneGenderRace: All calibans are male.
732[[/folder]]
733
734[[folder:Caligni]]
735* AscendedExtra: Downplayed, but in ''TabletopGame/DungeonsAndDragons'', they never really got any backstory or information about their culture despite existing since 1st edition. Pathfinder gives them a fairly elaborate backstory and culture.
736* DarkIsNotEvil: Despite looking dark and creepy, most types of dark folk aren't evil and have the ChaoticNeutral alignment.
737* DefeatEqualsExplosion: All dark folk have a tendency to explode when killed, though the exact nature of the explosion varies by caste.
738* DayHurtsDarkAdjustedEyes: The dark folk can see perfectly in darkness and are blinded by the light.
739
740!!Caligni Dancer
741->'''Level:''' 1
742->'''Alignment:''' ChaoticNeutral
743->'''Size:''' Small
744
745Intermediaries between clans of caligni, answerable to no-one but dark stalkers and callers. Their Pathfinder 1st Edition stats can be found in ''Bestiary 4'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Dancer here]].
746----
747* DefeatEqualsExplosion: When a dark creeper is killed, its body vanishes in a flash of blinding light.
748* VillainousHarlequin: Downplayed, as they are Chaotic Neutral, but one in the picture is dressed in purple and black ribbon like strips that form a harlequin's hat-like shape.
749
750!!Caligni Skulker
751->'''Level:''' 2
752->'''Alignment:''' ChaoticNeutral
753->'''Size:''' Small
754
755The lowest caste of caligni. Their Pathfinder 1st Edition stats can be found in ''Bestiary 1'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Creeper here]].
756----
757* DefeatEqualsExplosion: When a caligni skulker is killed, its body vanishes in a flash of blinding light.
758* HappinessInSlavery: In a caligni skulker tribe led by caligni hunters, the hunters live a decadent life and treat the skulkers like dirt, yet the skulkers see no inherent imbalance in this arrangement and consider a life in the servitude of a caligni hunter to be a life fulfilled.
759* ThePigPen: Caligni skulkers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing.
760* PoisonedWeapons: Caligni skulkers smear their weapons with a foul-smelling black poison.
761
762!!Caligni Empath
763->'''Level:''' 2
764->'''Alignment:''' ChaoticNeutral
765->'''Size:''' Small
766
767Caligni with emotion-altering powers. Their Pathfinder 1st Edition stats can be found in ''Occult Bestiary'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Empath here]].
768----
769* DefeatEqualsExplosion: When a dark empath is killed, it unleashes a blast of chaotic and infectious emotion.
770
771!!Caligni Slayer
772->'''Level:''' 3
773->'''Alignment:''' ChaoticEvil
774->'''Size:''' Small
775
776Caligni with potent supernatural abilities. Their Pathfinder 1st Edition stats can be found in ''Bestiary 2'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Slayer here]].
777----
778* DefeatEqualsExplosion: When a dark slayer is killed, its body implodes into nothingness, dealing sonic damage as air collapses into the vacuum left by their body.
779* TheStarscream: Almost universally to the dark stalkers.
780
781!!Caligni Hunter
782->'''Level:''' 4
783->'''Alignment:''' ChaoticNeutral
784->'''Size:''' Medium
785
786The undisputed leaders of caligni society. Their Pathfinder 1st Edition stas can be found in ''Bestiary 1'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Stalker here]].
787----
788* DefeatEqualsExplosion: When a caligni hunter is killed, its body combusts in a flash of flame.
789* DualWielding: Caligni hunters prefer dual swords over all other weapons.
790* PoisonedWeapons: Caligni hunters smear their weapons with a foul-smelling black poison.
791
792!!Caligni Caller
793->'''Level:''' 5
794->'''Alignment:''' ChaoticEvil
795->'''Size:''' Medium
796
797A priestly caste that can summon owbs from the Netherworld. Their Pathfinder 1st Edition stats can be found in ''Bestiary 4'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Caller here]].
798----
799* DefeatEqualsExplosion: When killed they erupt into a blast of blisteringly cold shadows.
800
801!!Caligni Vanguard
802[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_dark_champion.PNG]]
803->'''Level:''' 5
804->'''Alignment:''' LawfulEvil
805->'''Size:''' Medium
806
807A highly disciplined warrior caste. Their Pathfinder 1st Edition stats can be found in ''Cradle of Night'' or online [[https://aonprd.com/MonsterDisplay.aspx?ItemName=Dark%20Champion here]].
808----
809* DefeatEqualsExplosion: When they die they explode in a balst of fire that turns their bolted-on armor into a blast of shrapnel.
810* EyelessFace: Being born without eyes is what gets one assigned to the dark champion caste.
811* MultiMeleeMaster: Thanks to their Fighter Training, they're proficient with all simple and martial weapons.
812* TwentyFourHourArmor: By necessity, as it's literally [[BodyHorror bolted onto them]].
813[[/folder]]
814
815[[folder:Calikang]]
816->'''Level:''' 12
817->'''Alignment:''' LawfulNeutral
818->'''Size:''' Large
819----
820* MultiArmedAndDangerous: Calikangs have six arms each.
821[[/folder]]
822
823[[folder:Cecaelia]]
824->'''Level:''' 5
825->'''Alignment:''' ChaoticNeutral
826->'''Size:''' Medium
827----
828* UnscaledMerfolk: A cecaelia has the upper body of a humanoid and a lower body consisting of eight octopus tentacles.
829[[/folder]]
830
831[[folder:Charau-ka]]
832[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/charauka_butcher.png]]
833->'''Level:''' 2
834->'''Alignment:''' NeutralEvil
835->'''Size:''' Small
836Legend holds that the charau-ka stem from the demon lord Angazhan, who transformed the bodies of the first humans that tried to wage war against his cult, causing the dead to rise as the first apemen. Today, they are one of the most fecund and widespread races of creatures in the Mwangi Expanse.
837----
838* ManiacMonkeys: Charau-ka are savage, remorseless mandrill-men who worship the demon lord Angazhan, wage war on everyone else, and are feared and hated by all other civilisations.
839* PoisonedWeapons: Charau-ka know a great deal about poisons, and sometimes smear their weapons with poisons.
840[[/folder]]
841
842[[folder:Charda]]
843->'''Level:''' 7
844->'''Alignment:''' ChaoticNeutral
845->'''Size:''' Small
846----
847* NoSell: Chardas are completely unharmed by the freezing black blood that pervades their home.
848[[/folder]]
849
850[[folder:Daitengu]]
851->'''Level:''' 10
852->'''Alignment:''' TrueNeutral
853->'''Size:''' Medium
854----
855* {{Tengu}}: The daitengu is a powerful, mystical variant of the common tengu that resembles the traditional long-nosed, red-skinned humanoid of Japanese myth.
856[[/folder]]
857
858[[folder:Deathsnatcher]]
859->'''Level:''' 18
860->'''Alignment:''' ChaoticEvil
861->'''Size:''' Medium
862
863Deathsnatchers are chimeric beings who lurk amid the ruins of fallen civilizations, where they raise legions of undead servants and play at being gods.
864----
865* AnimateDead: They can cast ''animate dead'', ''create undead'' and ''create greater undead'' as innate spell-like abilities, and any creature they kill through negative energy damage instantly rises as a bodak under their control.
866* BewareMyStingerTail: They have a rat tail that ends in a scorpion stinger, which they can use in combat to inject their foes with venom.
867* MixAndMatchCritters: Deathsnatchers are humanoids with the heads of jackals, the wings of vultures, and the tails of rats tipped with scorpion stingers.
868* {{Necromancer}}: They're natural necromancers, being innately able to create and control undead beings, and typically create large numbers of undead as servants and worshippers for themselves.
869* WingedHumanoid: Deathsnatchers have large, flight-capable bird wings.
870[[/folder]]
871
872[[folder:Deep One]]
873[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_deep_one.PNG]]
874->'''Level:''' 1 (normal), 14 (elder)
875->'''Alignment:''' ChaoticEvil
876->'''Size:''' Medium (Gargantuan for elders)
877
878Yes, ''[[Literature/TheShadowOverInnsmouth those]]'' Deep Ones. Fanatical in the worship of the Great Old Ones and the [[DemonLordsAndArchdevils Demon Lord Dagon]] (as well as their own unimaginably ancient elders), the deep ones are born fresh from the corpses of their twisted, [[HalfHumanHybrid half-human]] offspring.
879----
880* AdaptationalVillainy: These Deep Ones are AlwaysChaoticEvil, while in ''Literature/TheShadowOverInnsmouth'' they're more [[BlueAndOrangeMorality alien and obscure]].
881* AscendedToAHigherPlaneOfExistence: Elder deep ones ascend to the status of near-gods in deep one society.
882* FishPeople: Deep ones are approximately human-shaped but have a fishy, froggy appearance.
883* GiganticAdultsTinyBabies: Normal deep ones are roughly human-sized, while elders can reach the size of a ''Tyrannosaurus''.
884* LargeAndInCharge: Elder deep ones, who are in charge of their society, tower far over their younger kin.
885* MeaningfulRename: Many elder deep ones claim the names of monsters or gods for their own like Mother Hydra and Father Dagon.
886* ReligionOfEvil: All deep ones worship the the Outer Gods or the Great Old Ones.
887* TimeAbyss: They don't age. Period.
888* UnderwaterCity: Deep one cities are nestled in vast submerged canyons.
889[[/folder]]
890
891[[folder:Derhii]]
892->'''Level:''' 5
893->'''Alignment:''' TrueNeutral
894->'''Size:''' Large
895----
896* AscendedToCarnivorism: Unlike actual gorillas, derhii are omnivorous and prefer meat. It's possible that they developed carnivorism due to a need for substantial amounts of food.
897* VertebrateWithExtraLimbs: Derhii resemble gorillas with the enormous black-and-gray wings of buzzards or vultures.
898[[/folder]]
899
900[[folder:Dero]]
901->'''Level:''' 3 (normal), 5 (magister)
902->'''Alignment:''' ChaoticEvil
903->'''Size:''' Small
904
905Once a group of pechs, the unfortunate souls journeyed too far from home and [[GoMadFromTheIsolation went mad from the isolation.]] Now they resemble spindly, wild-eyed gnomes who are fond of abducting people in the night to conduct sinister tests.
906----
907* AxCrazy: Deros aren't just evil; they're all genuinely insane.
908* BodyHorror: They are constantly in competition with the drow to see which race produces the best Fleshwarpers.
909* TheGreys: Even after ''actual grays'' are introduced, deros fill this role pretty well, being short, grey-skinned, dark-eyed humanoids who abduct people in the middle of the night to perform strange experiments on them.
910* InsanityImmunity: They are immune to wisdom drain thanks to this. Honestly, they're not using that connection to reality anyway!
911* TruerToTheText: Deros (or "derros") have been a ''TabletopGame/DungeonsAndDragons'' mainstay for generations, but Paizo made a point of bringing their version more in line with Creator/RichardSharpeShaver's original dero ConspiracyTheory.
912[[/folder]]
913
914[[folder:Doppelganger]]
915[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_doppelganger.png]]
916->'''Level:''' 3
917->'''Alignment:''' TrueNeutral
918->'''Size:''' Medium
919
920Pale, gaunt beings with alien agendas, they possess the ability to change shape at will and see through illusions.
921----
922%%* BlueAndOrangeMorality
923* {{Doppelganger}}: Shapeshifters who adopt the forms of other beings and attempt to replace them, sometimes to take over their lives or to sow discord while framing the one they've replaced.
924* LeanAndMean: They usually appear as enemies, and their natural form is gangly and half-finished.
925* SapientFurTrade: A doppelgänger's skin can be used to replace polymorph spells when crafting magic items.
926* VoluntaryShapeshifting: Their iconic ability, which allows them to take the form of any other humanoid.
927[[/folder]]
928
929[[folder:Faceless Butcher]]
930->'''Level:''' 11
931->'''Alignment:''' NeutralEvil
932->'''Size:''' Large
933----
934* TheBlank: Faceless butchers only have grim holes where their facial features should be.
935* FaceStealer: Faceless butchers carve flesh from skull to add to their collection of stolen faces. Once they've taken a victim's face, the faceless butcher can wear it to transform into an exact replica of the deceased. Among small villages where locals whisper stories of the faceless butcher, one can never be sure if the local fisher or trapper who returns from an unexpectedly long trip upriver is who they have always been, or is something far more sinister.
936* PsychoKnifeNut: This monstrous murderer's preferred weapon is a wicked and bloodstained meat cleaver.
937[[/folder]]
938
939[[folder:Fen Mauler]]
940->'''Level:''' 10
941->'''Alignment:''' NeutralEvil
942->'''Size:''' Large
943----
944* BigfootSasquatchAndYeti: They're descended from sasquatch that made a DealWithTheDevil to protect themselves from an unspecified calamity, and still largely resemble their ancestors in shape.
945[[/folder]]
946
947[[folder:Ghole]]
948->'''Level:''' 12
949->'''Alignment:''' NeutralEvil
950->'''Size:''' Medium
951----
952* PlagueMaster: A ghole's bite and claws carry the bubonic plague, and bolsters any diseases the victim is already suffering from.
953[[/folder]]
954
955[[folder:Ginever]]
956->'''Level:''' 5
957->'''Alignment:''' ChaoticEvil
958->'''Size:''' Medium
959----
960* ATankardOfMooseUrine: The ginever's gaze can transform water into some form of alcohol, albeit of low, burning quality.
961[[/folder]]
962
963[[folder:Graeae]]
964->'''Level:''' 5
965->'''Alignment:''' NeutralEvil
966->'''Size:''' Medium
967----
968* WindsOfDestinyChange: A graeae can use her mystic eye to change the luck of any creature that she can see.
969[[/folder]]
970
971[[folder:Gray]]
972->'''Level:''' 4
973->'''Alignment:''' NeutralEvil
974->'''Size:''' Small
975----
976* TheGrays: They are a malevolent race of alien humanoids with grey skin, long, willowy limbs and a bulbous head with oversized black eyes that often abduct people.
977[[/folder]]
978
979[[folder:Grioth]]
980[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_grioth.PNG]]
981->'''Level:''' 1
982->'''Alignment:''' ChaoticEvil
983->'''Size:''' Medium
984
985A race from a rogue planet that raid other worlds through portals for resources.
986
987Their stats can be found in ''The Dragon's Demand'', ''Bestiary 5'', or online [[https://www.d20pfsrd.com/bestiary/monster-listings/monstrous-humanoids/grioth/ here]].
988----
989* SpellBlade: When a grioth damages a creature with a psychic weapon, a surge of violent psychic energy pulses into the victim's body, causing additional damage.
990* YouCantGoHomeAgain: Grioth scouts leave their home worlds via one-way portals and never expect to see their homes again, as grioth leadership ensures true devotion to the colonisation effort by stranding them on new worlds.
991[[/folder]]
992
993[[folder:Hadi]]
994->'''Level:''' 0
995->'''Alignment:''' NeutralEvil
996->'''Size:''' Medium
997----
998* HenchmenRace: Hadis were created by daemons to serve as assistants in their sinister experiments.
999* MySpeciesDothProtestTooMuch: There are an increasing number of hadis who seek their own paths or understand the plight of their people under the weight of a fiendish past. These rare non-evil hadis are viewed by those in positions of power in Kho as dangers to the social order.
1000* RatMen: Hadis are giant rats granted sapience and prehensile paws, and look like fiendish, sinister versions of ratfolk.
1001* UpliftedAnimal: The first hadis were created by daemons by infusing rats with fiendish qualities and an evil intelligence.
1002* TheVirus: The hadi's bite imparts hadi pestilence, a daemonic disease turns the victim into a hadi.
1003[[/folder]]
1004
1005[[folder:Harpy]]
1006->'''Level:''' 4
1007->'''Alignment:''' ChaoticEvil
1008->'''Size:''' Medium
1009----
1010* BirdPeople: Harpies resemble human women with birdlike wings, talons instead of feet and feathers on their arms and around their faces.
1011* HarpingOnAboutHarpies: Women with the wings and talons of raptorial birds. They aren't necessarily ugly -- in fact, their artwork tends to make them look [[CuteMonsterGirl fairly attractive, if inhuman]] -- but they [[ThePigPen have absolutely no sense of hygiene (and powerful musk)]]. They may not be bad to look at, but you can usually smell them coming a mile away. They are explicitly a OneGenderRace that must mate with humanoids to procreate... unfortunately, not only do they tend to be sadists, they usually eat their partners when they're done.
1012* LiteralManEater: Harpies are exclusively female, requiring them to breed with the males of other humanoid species to procreate... males that they devour after the fact. It's mentioned in one sourcebook on Classical Monsters that, in Harpy society, ''not'' eating the father of one's daughter is a shameful event, unless said male is strong enough that he's more worthwhile if kept alive.
1013* MarsNeedsWomen: GenderInverted: they are AlwaysFemale and require men from other humanoid races to reproduce. Considering how repulsive most of them are, there is [[RapeIsASpecialKindOfEvil only one way for them to do so...]]
1014* OneGenderRace: They're always female, requiring them to breed with other humanoids to procreate.
1015* ThePigPen: Most of them smell terrible and are covered in filth and blood. The books do note that the rare non-evil harpy usually tries to keep herself clean, especially when interacting with other races, which makes sense as, if a scary-looking creature said you could trust her, would you be more or less likely to believe her if she was covered in filth and blood?
1016* ToServeMan: Harpies can eat most creatures but strongly prefer sapient prey, particularly humans and elves.
1017[[/folder]]
1018
1019[[folder:Herne]]
1020->'''Level:''' 6
1021->'''Alignment:''' ChaoticNeutral
1022->'''Size:''' Medium
1023----
1024* ForestRanger: Hernes are both humble woodsfolk, reaping the bounty of the forest by their own hands, and protectors of the forest, hunting those who abuse it or dare to claim ownership of its reaches.
1025* HereditaryCurse: Hernes breed true, and their children are born with the curse of the winterthorn.
1026* HornedHumanoid: Hernes superficially resemble humans, with many-pointed antlers which project from their brows.
1027* WasOnceAMan: The first herne was Herne Vilhaur, a crusader from Andoran. Wounded and left for dead by his erstwhile companions, Herne was taken by the druids of the Estrovian Forest, who promised to mend his mortal wounds with their ancient magic, and did this by calling down the curse of the winterthorn upon him, restoring his vitality but tying him forever to the spirits of the forest. While the druids intended to use the transformed Herne as an instrument of vengeance against their enemies, he, having been stripped of humanity, instead thought only of vengeance against the allies who had abandoned him and the druids who had made him a monster.
1028[[/folder]]
1029
1030[[folder:Humbaba]]
1031->'''Level:''' 19
1032->'''Alignment:''' ChaoticNeutral
1033->'''Size:''' Gargantuan
1034----
1035* NonHumanHead: A humbaba has the body of a powerful, muscular human, and a twisted face that seems more leonine than human.
1036[[/folder]]
1037
1038[[folder:Ikeshti]]
1039[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/starfinder_ikeshti.jpg]]
1040->'''Alignment:''' Any (normal), ChaoticEvil (rivener)
1041->'''Size:''' Small (normal), Large (rivener)
1042----
1043* CanonImmigrant: The Ikeshti were originally introduced in {{TabletopGame/Starfinder}}, but were brought to Pathfinder 2e for an adventure taking place on their home planet of Akiton.
1044* LizardFolk: They're child-sized, intelligent, bipedal reptiles.
1045* WasOnceAMan: The riveners are ikeshtis who weren't able to mate and had their minds and bodies overwhelmed by a flood of hormones. They're much larger than still-sentient ikeshtis and care for little more than killing and eating.
1046[[/folder]]
1047
1048[[folder:Jorogumo]]
1049[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_jorogumo.png]]
1050->'''Level:''' 12
1051->'''Alignment:''' NeutralEvil
1052->'''Size:''' Medium
1053
1054Spider-women know for their habit of seducing and devouring humanoid maters, the jorogumos became the feared rulers of the ruined country of Shenmen after the collapse of Lung Wa.
1055----
1056* TheBeastmaster: They can magically control common spiders.
1057* BlackWidow: Literally, in this case. Jorogumos are serial killers of their own mates as a matter of course.
1058* EatenAlive: Jorogumo eggs are laid within their own incapacitated humanoid fathers, and after hatching the infant makes her first meal out of her still-conscious, paralyzed parent.
1059* FantasticRacism: Jorogumos despise tengus, and take every chance they can to kill and torment them.
1060* TsuchigumoAndJorogumo: Jorogumos are monsters resembling highly attractive humanoid women with spider legs sprouting from their backs, which they can retract or extend at will. They reproduce by seducing humanoid males, paralyzing them after copulation, laying an egg in their bodies, [[AllWebbedUp cocooning them]] and leaving them helpless and bound until the infant hatches and [[EatenAlive eats her way out of her father]]. Shenmen is a country ruled by jorogumos, who took over when its government collapsed and monsters overran it.
1061[[/folder]]
1062
1063[[folder:Kaava]]
1064->'''Level:''' Varies
1065->'''Alignment:''' TrueNeutral
1066->'''Size:''' Small
1067----
1068* ChameleonCamouflage: Kaava scales and feathers have mutable pigmentation that allows a kaava to blend into surrounding foliage like a chameleon.
1069[[/folder]]
1070
1071[[folder:Kech]]
1072->'''Level:''' 3
1073->'''Alignment:''' NeutralEvil
1074->'''Size:''' Medium
1075----
1076* ManiacMonkeys: Keches are cruel simians that do not hesitate to seize a remote town, slaughter the citizens and move in when the opportunity arises, and enjoy the sound of wailing as their prisoners watch their kin being consumed.
1077[[/folder]]
1078
1079[[folder:Khaei]]
1080->'''Level:''' 3
1081->'''Alignment:''' TrueNeutral
1082->'''Size:''' Small
1083----
1084* ItOnlyWorksOnce: Each khaei can forcefully age a given opponent only once.
1085* RapidAging: A khaei can touch a creature and prematurely age it.
1086[[/folder]]
1087
1088[[folder:Kijimuna]]
1089[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pf_kijimuna.jpg]]
1090->'''Level:''' 2
1091->'''Alignment:''' ChaoticNeutral
1092->'''Size:''' Small
1093----
1094* TheTrickster: Kijimunas take pleasure in playing pranks. These hijinks are often relatively harmless, but sometimes become injurious or potentially lethal. Most kijimunas genuinely do not understand how the targets of their tricks are frustrated or harmed, and are insulted when they become angry.
1095[[/folder]]
1096
1097[[folder:Kovintus]]
1098[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kovintus.png]]
1099->'''Level:''' Any
1100->'''Alignment:''' TrueNeutral
1101->'''Size:''' Medium
1102----
1103* DeathActivatedSuperpower: Upon death, a kovintus immediately and permanently transforms into a part of the natural environment: a stone outcropping in a rocky area, a rivulet near a body of water, a young tree in a forest, or a low-lying cloud atop a high mountain. This piece of the environment looks ordinary to most, but other kovintus can easily identify this as their kin.
1104* MageSpecies: Kovintus have an inborn talent for the magic of nature.
1105[[/folder]]
1106
1107[[folder:Lizard Scion]]
1108->'''Level:''' 5
1109->'''Alignment:''' TrueNeutral
1110->'''Size:''' Medium
1111----
1112* LargeAndInCharge: Lizard scions tower over their kin, and typically become the leader of their tribe.
1113[[/folder]]
1114
1115[[folder:Maenad]]
1116->'''Level:''' 8
1117->'''Alignment:''' ChaoticEvil
1118->'''Size:''' Medium
1119----
1120* TheCorruptor: Maenads can pass for humans, insinuate themselves into normal society before attempting to turn the community toward debauchery, cannibalism and gluttony.
1121* TheHedonist: Creatures of unbridled violence and decadence, maenads roam the world inviting others to join in on their debased revels. They consume massive amounts of wine and food, cause fights, and tear their foes limb from limb.
1122[[/folder]]
1123
1124[[folder:Maftet]]
1125[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/maftet.png]]
1126->'''Level:''' 6
1127->'''Alignment:''' Any
1128->'''Size:''' Medium
1129----
1130* AncestralWeapon: A maftet's scimitars are often cherished family heirlooms.
1131* DualWielding: Central to maftet culture is a specialised technique of dual-wielding scimitars.
1132* PowerTattoo: When a young maftet comes of age, they receive runic tattoos from an elder. These tattoos are imbued with magic that allows a maftet to enchant their wielded weapons.
1133[[/folder]]
1134
1135[[folder:Medusa]]
1136[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathdinder_medusa.png]]
1137->'''Level:''' 7
1138->'''Alignment:''' LawfulEvil
1139->'''Size:''' Medium
1140
1141Snake-haired humanoids with petrifying gazes, medusas covet knowledge and often amass large stores of esoteric knowledge. While most famous for their ability to turn others into statues with a glance, medusas are also skilled infiltrators rumored to have made their way into numerous organization and often highly skilled archers.
1142----
1143* DeadlyGaze: A medusa's gaze can turn victims into stone.
1144* AKindOfOne: In Greek mythology, the snake-haired women whose gaze turned people to stone were called gorgons, and there were only three. Medusa was, specifically, the personal name of one individual gorgon. Like ''D&D'', ''Pathfinder'' treats "medusas" as the name of an entire species of beings.
1145* {{Medusa}}: Snake-haired women with a petrifying gaze, adapted directly from Myth/ClassicalMythology. They are thought to have originated in the islands of Iblydos, ''Pathfinder''[='=]s FantasyCounterpartCulture of UsefulNotes/AncientGreece.
1146* OneGenderRace: All medusae are female, requiring them to breed with humanoid males to reproduce.
1147* SapientFurTrade: Medusa eyes can be used to craft items requiring either ''flesh to stone'' or ''stone to flesh'' in their creation.
1148* SnakePeople: Brazen medusae, the daughters of medusae and particularly powerful humanoid males, have the bodies of giant, bronze-scaled snakes from the waist down.
1149* TakenForGranite: A victim of a medusa's gaze is turned into stone.
1150* WingedHumanoid: Mythic medusas have white, angelic feathered wings.
1151
1152!!Euryale
1153->'''Level:''' 20
1154->'''Alignment:''' ChaoticEvil
1155->'''Size:''' Medium
1156
1157Immensely powerful medusas corrupted by Lamashtu.
1158----
1159* AKindOfOne: Much like Medusa, Euryale was a single being in Greek myth, being another one of the three Gorgons.
1160* SerpentStaff: They wield tall, cobra-headed staves known as Rods of the Viper. These are {{Living Weapon}}s, and can be used to simultaneously beat someone to death and bite them with their venomous fangs.
1161* SnakePeople: They have the lower bodies of immense snakes.
1162* SuperScream: They have a number of sonic attacks, including Greater Shout and Wail of the Banshee.
1163
1164!!Stheno
1165->'''Level:''' Varies
1166->'''Alignment:''' Any
1167->'''Size:''' Medium
1168----
1169* InterspeciesRomance: Sthenos can breed with humans, producing fully human or fully stheno offspring.
1170* AKindOfOne: Stheno was an individual person in the original myths, and was also the name of the original euryale who rebelled against Lamashtu, before her descendants adopted her name as the name of their new species.
1171[[/folder]]
1172
1173[[folder:Mongrelman]]
1174->'''Level:''' 1
1175->'''Alignment:''' LawfulNeutral
1176->'''Size:''' Medium
1177----
1178* BeastMan: They are able to breed with any other species of humanoid (a fairly diverse category in-game) and inherit their traits, meaning that any given mongrelman can have a wide range of disparate body parts -- tusks, vertebrate or arthropod claws, feet or paws or hooves, scales or fur or bare skin, elf ears, a tail, horns or antlers, antennae, vertebrate or compound eyes, etcetera -- all on the same body, with the end result usually being a fairly chaotic take on this trope.
1179[[/folder]]
1180
1181[[folder:Morlock]]
1182[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/morlock.png]]
1183->'''Level:''' 2
1184->'''Alignment:''' ChaoticEvil
1185->'''Size:''' Medium
1186
1187The last descendants of Azlant, morlocks descend from those Azlanti who sought refuge underground. In time, they became primitive, deformed beings who now live in scattered bands with few traces of civilization and revere their glorious ancestors as gods.
1188----
1189* DayHurtsDarkAdjustedEyes: Daylight is far too intense for their sensitive eyes, leaving them stunned and dazzled under the sun.
1190* TheEngineer: A few morlocks have an uncanny knack for tinkering, and their settlements are often defended by ancient constructs or traps.
1191* GodGuise: It's possible for modern humans to convince morlocks that they're the ancestors they revere, turning them from savage predators to fawning hosts and workers, but such ruses can easily end in disaster.
1192* HumanSubspecies: They descend from surface humans adapted to life underground.
1193* TheMorlocks: Pale, hairless, nearly blind descendants of a once-great human culture, now reduced to a bestial existence underground.
1194* PrecursorWorship: They worship their Azlanti ancestors as gods, and treat the ruins of the cities as holy places.
1195[[/folder]]
1196
1197[[folder:Murajau]]
1198->'''Level:''' 5
1199->'''Alignment:''' NeutralGood
1200->'''Size:''' Large
1201----
1202* TheExile: Legends claim murajaus were originally servitors of a powerful marid ruler, until the ruler tasked them with escorting a foreign prince to her city, and not returning without him. Upon arriving at the foreign kingdom, the murajaus discovered that the prince had recently perished from illness. Believing that they are unable to return home by royal decree, they have wandered endlessly for generations.
1203* UnscaledMerfolk: The murajau has the torso and head of a human, and the lower body of a hermit crab.
1204[[/folder]]
1205
1206[[folder:Nephilim]]
1207->'''Level:''' 8
1208->'''Alignment:''' Any
1209->'''Size:''' Large
1210----
1211* SemiDivine: Nephilim are the offspring of demigods who bred with humans.
1212[[/folder]]
1213
1214[[folder:Onyvolan]]
1215->'''Level:''' 3
1216->'''Alignment:''' ChaoticNeutral
1217->'''Size:''' Medium
1218----
1219* TheBully: Onyvolans tend to rove back alleys and darkened streets for fun, where they can terrorise those unfortunate individuals who find themselves trapped in a corner with no help in sight. The bullies find particular joy in scaring pedestrians with their creepy cackles and eerie grins, knocking victims to the ground and rolling in circles around them while taunting them with grating voices.
1220* CreepilyLongArms: Onyvolans' grotesquely long arms are roughly the same length as their legs.
1221* DirtyCoward: Onyvolans enjoy creating mayhem by roaming around in gangs and terrorising city dwellers, but prove to be cowards whenever their quarry stands up to them.
1222[[/folder]]
1223
1224[[folder:Paguroida]]
1225->'''Level:''' 9
1226->'''Alignment:''' LawfulNeutral
1227->'''Size:''' Large
1228----
1229* UnscaledMerfolk: The paguroida has the torso and head of a human, and the lower body of a six-legged hermit crab.
1230[[/folder]]
1231
1232[[folder:Panotti]]
1233[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_humanoid_panotti.PNG]]
1234->'''Level:''' 2
1235->'''Alignment:''' NeutralGood
1236->'''Size:''' Medium
1237
1238A species of humanoids with very large ears.
1239
1240Their stats can be found in ''Murderer's Mark'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/panotti/ here]].
1241----
1242* EarWings: Their ears are large enough to give them a fly speed and can be used for bludgeoning attacks, which are listed as wing attacks in their stats.
1243* PublicDomainCharacter: According to the writings of Pliny the Elder, the panotti were a strange race of people living on All-Ears Island off of Scythia.
1244[[/folder]]
1245
1246[[folder:Popobawa]]
1247->'''Level:''' 15
1248->'''Alignment:''' ChaoticEvil
1249->'''Size:''' Medium
1250----
1251* EmotionEater: Popobawas feed on negative emotions, particularly fear, despair and anguish.
1252* VoluntaryShapeshifting: A popobawa can freely switch between bat, human and its natural form resembling a bat-human hybrid.
1253[[/folder]]
1254
1255[[folder:Psoglav]]
1256->'''Level:''' 13
1257->'''Alignment:''' ChaoticEvil
1258->'''Size:''' Medium
1259----
1260* BeastMan: A psoglav has a one-eyed wolf's head, a human's torso with vicious, clawed hands, and elongated horselike legs.
1261* ToServeMan: Psoglavs feed on any humanoids they can find, preferably humans.
1262* WoundThatWillNotHeal: The wound from a psoglav's bite doesn't heal naturally and resists magical healing. Survivors of a psoglav attack can suffer the effects of its cursed bite for months or even years.
1263[[/folder]]
1264
1265[[folder:Qallupilluk]]
1266->'''Level:''' 7
1267->'''Alignment:''' LawfulEvil
1268->'''Size:''' Medium
1269----
1270* ForcedTransformation: If a qallupilluk grapples a Medium or Small humanoid opponent, her target begins transforming into an aquatic monster, slavishly devoted to the qallupilluk.
1271* OneGenderRace: All qallupilluks are female, but they can reproduce with other aquatic monsters. Their offspring are always qallupilluks.
1272[[/folder]]
1273
1274[[folder:Ratajin]]
1275[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ratajin_ratajinmastermind.png]]
1276->'''Level:''' Varies
1277->'''Alignment:''' Any
1278->'''Size:''' Medium
1279----
1280* AmazingTechnicolorPopulation: Ratajin skin tones can be of all hues within the colour spectrum.
1281* BizarreAlienSenses: Every ratajin experiences a cursed twist on their senses, altering how they view and interact with the world around them. Some visualise the world in shifted, indescribable colour spectra. For others, sounds physically manifest as feelings on their skin.
1282* HereditaryCurse: Ratajin aren't so much twisted by curses as they are moulded by the lingering effects of curses inflicted on generations millennia past.
1283[[/folder]]
1284
1285[[folder:Ravenile]]
1286[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ravenile.png]]
1287->'''Level:''' 14
1288->'''Alignment:''' NeutralEvil
1289->'''Size:''' Large
1290----
1291* NonHumanHumanoidHybrid: Raveniles are rare mutant lizardfolk who hatch from eggs fertilised not by other iruxis, but by predatory extraplanar scavengers.
1292[[/folder]]
1293
1294[[folder:Rawhead]]
1295->'''Level:''' 14
1296->'''Alignment:''' NeutralEvil
1297->'''Size:''' Medium
1298----
1299* {{Necromancer}}: A rawhead can extract the skeleton of a helpless humanoid from its body and animate it as a bloody bones.
1300[[/folder]]
1301
1302[[folder:Rokurokubi]]
1303[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rokurokubi.png]]
1304->'''Level:''' 2
1305->'''Alignment:''' TrueNeutral
1306->'''Size:''' Medium
1307----
1308* DrowningMySorrows: Most rokurokubi despair at their state, seeking to drown their sorrows in drink.
1309* LongNeck: When an individual first transforms into a rokurokubi, their neck extends, or even detaches altogether, to let their head roam freely.
1310[[/folder]]
1311
1312[[folder:Sabosan]]
1313[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/sabosan.png]]
1314->'''Level:''' 5
1315->'''Alignment:''' NeutralEvil
1316->'''Size:''' Medium
1317----
1318* BatPeople: Sabosans are evil jungle-dwelling humanoids with claws, fangs, pointed ears, and large bat wings growing from their backs. They drink blood, echolocate in the dark and can emit deafening shrieks, and are greatly feared by the communities subject to their predations. They're speculated to descend from regular humans who were infected with vampirism but managed not to succumb to undeath, or from cultists of demonic powers.
1319* BloodsuckingBats: They drink humanoid blood.
1320* VertebrateWithExtraLimbs: Six -- two legs, two arms, two wings.
1321* WingedHumanoid: They have flight-capable bat wings on largely humanoid bodies.
1322[[/folder]]
1323
1324[[folder:Sasquatch]]
1325->'''Level:''' 2
1326->'''Alignment:''' TrueNeutral
1327->'''Size:''' Medium
1328----
1329* BigfootSasquatchAndYeti: Sasquatches are large, reclusive apelike humanoids native to temperate forests. Their extremely secretive lifestyles mean that, even a world of dragons, elves and fairies, sasquatches are a mysterious species cloaked in superstition and disbelief.
1330[[/folder]]
1331
1332[[folder:Saumen Kar]]
1333->'''Level:''' 10
1334->'''Alignment:''' ChaoticNeutral
1335->'''Size:''' Large
1336----
1337* DyingRace: The saumen kar have been slowly dying out since Earthfall; Ainamuuren suspects that he might be the last living member of his species.
1338* AnIcePerson: A saumen kar can transform into a living snowstorm of lethal power.
1339* MagicalSpeciesTransformation: Saumen kar can initiate a non-saumen kar into their pact, imbuing the creature with their power and their curse, and transforming it into a hybrid of its original species and a saumen kar.
1340* NameAmnesia: According to Ainamuuren, when his species made their pact with Aqakaru to seal away Osoyo, their very name was wiped from existence, part of the sacrifice, and they were instead given a new name, ''saumen kar'', meaning ''bound in ice''. However, archaeological evidence from the Nameless Spires implies that this did not happen, and the saumen kar have always been known by that name.
1341[[/folder]]
1342
1343[[folder:Saurian]]
1344[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/saurian_saurianwarmonger.png]]
1345->'''Level:''' 16
1346->'''Alignment:''' Any
1347->'''Size:''' Huge
1348----
1349* SuspiciouslySimilarSubstitute: Physically at least, they sound ''very'' similar to the Valashai (a race of evil giant reptilian humanoids who enslaved hundreds of races and ruled an empire in the Valashmai Jungle until the Earthfall destroyed their empire and they left for parts unknown), and even have "warm jungles" as their prefered habitat. What connection they have, if any, is unknown. Might they be some decendents of the Valashai who were left behind by mistake and forgot their origins?
1350[[/folder]]
1351
1352[[folder:Sedacthy]]
1353[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_sahuagin.png]]
1354->'''Level:''' 2 (standard and malenti), 3 (four-armed)
1355->'''Alignment:''' LawfulEvil
1356->'''Size:''' Medium
1357
1358Alarmingly well-organized aquatic raiders with power over sharks.
1359----
1360* AlternateCompanyEquivalent: A well-organised evil FishPeople monster, the sedacthy was created as a replacement for the ''TabletopGame/DungeonsAndDragons'' sahuagin, who can no longer be used after the ORC replaced the OGL. It is also inspired by two other ''D&D'' low-level green evil fish-person monsters, the skum (who were also left behind alongside the OGL) and the kuo-toa (who were never part of the OGL at the first place).
1361* AsskickingLeadsToLeadership: A sedacthy's station is determined by the strength of the animal servants they press into service, and the mettle they prove during hunts and in battles against outsiders.
1362* BadPeopleAbuseAnimals: Sedacthies are known for leading their animal servants ashore to devour air breathers and enhancing them with fleshwarping and body modification. Those most seen by land dwellers include mucus glands that keep the gills wet, allowing breathing in air, and implanted crab legs.
1363* FantasticRacism: Sedacthies hate all other races with a passion, especially the aquatic elves.
1364* FishPeople: Apart from the vaguely bipedal stance, arms and vestigial legs (instead of fins), they resemble fish far more than they do humans. They have large fins down their backs, entirely fishlike heads and bodies and long, sinuous tails.
1365* LuringInPrey: Some pre-Remaster sahuagin mutants have glowing tendrils growing from their foreheads, which they can use to confuse and entrance other creatures.
1366* MultiArmedAndDangerous: Mutant sahuagin are fairly common before the Remaster, with this mutation in particular being fairly iconic.
1367* {{Mutants}}: Before the Remaster, sahuagin are very prone to mutations, and it's not uncommon to see a tribe or raiding party with one or multiple visibly mutant members. Certain variations are particularly common, including four-armed sahuagin, malenti who resemble aquatic elves, hulking throwbacks to the sahuagin's prehistoric past, sahuagin with shark tails instead of legs, eyeless sahuagin with glowing lures, and sahuagin covered in needlelike spines.
1368* SuperScream: A sedacthy speaker can scream across a range of painfully high tones which can physically hurt other creatures.
1369* ThreateningShark: Sedacthies prove their status by controlling dangerous aquatic creatures like great white sharks.
1370* VillainRespect: The most important story in sedacthy oral history tells of impressing a powerful faydhaan genie in a game of wordplay and being granted the ability to speak with all creatures worthy of wisdom. As a result, faydhaans are held in special regard and are among the few that can broker peace with sedacthies.
1371[[/folder]]
1372
1373[[folder:Serpentfolk]]
1374[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_serpentfolk.png]]
1375->'''Level:''' 4
1376->'''Alignment:''' NeutralEvil
1377->'''Size:''' Medium
1378
1379Once, before mammalian humanoids rose to prominence, the Serpentfolk, more properly called the sekmin in their native language of Aklo, ruled a massive, bloodthirsty empire. The [[AdvancedAncientHumans Azlanti]], backed by their enigmatic patrons the [[EldritchAbomination alghollthus]], rose up, annihilated their civilization and decapitated their immortal god. Now, with their divine patron in pieces and their society shattered, they seek revenge.
1380----
1381* AbusivePrecursors: Their empire once ruled Golarion for millennia (and is still the namesake of the middle layer of the Darklands, long after it collapsed), and were infamous for their tyranny and callous treatment of so-called lesser races.
1382* AlternateCompanyEquivalent: Of the yuan-ti from ''TabletopGame/ForgottenRealms'', who were claimed as Product Identity by Creator/WizardsOfTheCoast and therefore could not be used by Paizo. Both are malevolent races of snake people that once ruled the world before humans overthrew them, and now hide in dark corners of the world while trying to take back their empire; both also practice human sacrifice and send human-looking agents to infiltrate and sabotage human society.
1383* ArchEnemy: They were once this to the [[AdvancedAncientHumans Azlanti]].
1384* ChronicBackstabbingDisorder: One half of why they are having difficulty being more than a VestigialEmpire is that zyss seem to [[TeethClenchedTeamwork pathologically despise each other]]; any community above a handful of them quickly descends into [[EnemyCivilWar brutal factionalism]].
1385* DumbMuscle: The aapoph, often nicknamed degenerate serpentfolk, have 20 strength but only 4 intelligence (barely enough to qualify as sentient), and no magical powers. It's implied they are slowly subverting this over the course of generations, as their mutations are slowly growing more extreme -- including ones that [[DumbassNoMore increase their capacity for thought]]. Downplayed in the Remaster, where aapoph have a -1 Intelligence attribute (ie, slightly slower than an average sapient, but [[BookDumb hardly a total idiot, let alone an animal]]), and it's explicitly said the main difference between them and zyss is their lack of inherent magic combined with an inherently mighty constitution - it might well be that it's because the zyss don't let them be educated as part of them being a ServantRace.
1386* EvilVersusEvil: They do ''not'' get along with the [[EldritchAbomination Aboleths]].
1387* ImmortalProcreationClause: The other half of why they are a VestigialEmpire; sekmin eggs, while laid in large clutches of up to a dozen or more, often take over a decade to gestate. Good for preventing overpopulation of long-lived serpentfolk, terrible for building up numbers.
1388* TheMagocracy: They prized magic, arcane or divine, over all. Most of the species has become aapoph, and lost much of their intelligence and magical power.
1389* MasterRace: Serpentfolk view all other races incapable of telepathy as nothing more than slaves.
1390* {{Mutants}}: Aapoph serpentfolk are prone to strange mutations, like horns, vestigial tails, or spines protruding from their scales. Zyss can also be born with mutations, but this is rare and they're almost always killed at birth, as their very existence flies in the face of zyss' so-called superiority.
1391* PlayingWithSyringes: The few of their species that have retained their magic perform experiments on their degenerate brethren to restore them, which usually leave them dead or insane.
1392* PublicDomainCharacter: The serpentfolk were taken almost wholesale from Creator/RobertEHoward's serpent people.
1393* ReptilesAreAbhorrent: Selfish and hostile to humanity.
1394* ReptilianConspiracy: Even in a game with actual reptoids, the serpentfolk are still the most prominent example of this trope. They hide among warm-blooded races wearing (purely cosmetic) disguises to conceal the monster within, both to conserve their numbers and out of a god complex over controlling non-telepathic humanoids.
1395* SquishyWizard: Zyss have inherent magic and can naturally attune to more, but they are sickly and fragile, especially in comparison to their aapoph servants.
1396* VestigialEmpire: They were almost entirely destroyed by the Azlanti, and only a few scattered holdouts of serpentfolk civilization still exist -- the vast majority either died out or reverted to savagery.
1397* WickedCultured: Thriving on decadence, zyss serpentfolk crave receiving expensive gifts, gorging on massive meals and pursing arts. Even more academic hobbies take an artistic bent. Each zyss believes itself to have more refined tastes than its peers.
1398[[/folder]]
1399
1400[[folder:Shobhad]]
1401->'''Level:''' 4
1402->'''Alignment:''' Any
1403->'''Size:''' Large
1404----
1405* HumanoidAliens: These four-armed giants are alien to Golarion.
1406* MultiArmedAndDangerous: A shobhad has four powerful arms.
1407[[/folder]]
1408
1409[[folder:Skulk]]
1410->'''Level:''' 0
1411->'''Alignment:''' ChaoticEvil
1412->'''Size:''' Medium
1413----
1414* DirtyCoward: Their unabashed cowardice is perhaps their most widely known trait, but skulks don't see themselves as particularly craven, but simply consider that as the most expedient method of survival.
1415[[/folder]]
1416
1417[[folder:Slana]]
1418[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/slana.png]]
1419->'''Level:''' 20
1420->'''Alignment:''' ChaoticNeutral
1421->'''Size:''' Gargantuan
1422----
1423* BehemothBattle: Slanas view each other as rivals who test each other's prowess, so when drawn together they nearly always fight to the death.
1424* BigEater: No mere hare or ibex can slake the slana's great hunger; only large and ferocious creatures like elephants or dinosaurs will suffice.
1425* CatFolk: Slanas are a species of massive leonine humanoids.
1426* MightyRoar: The slana's roar echoes like thunder across the countryside.
1427[[/folder]]
1428
1429[[folder:Spriggan]]
1430->'''Level:''' 3
1431->'''Alignment:''' ChaoticEvil
1432->'''Size:''' Small to Large
1433----
1434* OurGnomesAreWeirder: Spriggans are a group of gnomes that lost their sense of joy when moving to the Material Plane and were twisted by their innate magic.
1435* SizeShifter: A spriggan can change his size between Small and Large at will.
1436[[/folder]]
1437
1438[[folder:Tanuki]]
1439->'''Level:''' 4
1440->'''Alignment:''' ChaoticNeutral
1441->'''Size:''' Medium
1442
1443* FunnyAnimal: A tanuki is a raccoon with a humanoid body.
1444* TheSecretOfLongPorkPies: Horror stories tell of evil tanukis killing old women and tricking their husbands into eating soups made from their flesh.
1445[[/folder]]
1446
1447[[folder:Tenome]]
1448[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/tenome.png]]
1449->'''Level:''' 4
1450->'''Alignment:''' NeutralEvil
1451->'''Size:''' Medium
1452----
1453* DeadGuyOnDisplay: Tenomes often seek to leave their boneless victims on display where they know the disgusting bodies will soon be found to deter pursuit.
1454* EyesDoNotBelongThere: A tenome's eyes are not located on its face, but rather on the palms of its hands.
1455[[/folder]]
1456
1457[[folder:Triton]]
1458->'''Level:''' 2
1459->'''Alignment:''' NeutralGood
1460->'''Size:''' Medium
1461----
1462* FishPeople: Tritons combine features from both humans and fish. Their limbs have fins that assist in swimming, their entire body is covered in fine scales, the digits of their feet and hands are webbed, and they have both gills and lungs.
1463[[/folder]]
1464
1465[[folder:Ulat-kini (Skum)]]
1466[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_skum.png]]
1467->'''Level:''' 2
1468->'''Alignment:''' LawfulEvil
1469->'''Size:''' Medium
1470
1471The fishlike skum were originally bred from human stock by the aboleths as a SlaveRace, and were abandoned to their fate when the aboleth empire fell. Nowadays, they live in scattered tribes and settlements throughout the underground seas of the Darklands and in a few surface oceans. While biologically immortal, they cannot breed with each other as they’re all male, so they breed with human women to create {{Half Human Hybrid}}s that mature into adult Skum upon “dying” of old age. They were originally named the ulat-kini, though no one remembers this anymore -- certainly not the skum themselves.
1472----
1473* TheAgeless: Skum do not age, and can live potentially forever.
1474* {{Expy}}: The skum are fish-like humanoids that inhabit hideous sunken ruins and cross-breed with humans to create hybrids that inevitably turn into others of their kind, providing humans with the bounty of the sea in exchange for mates. It’s not difficult to see how these guys were inspired by Creator/HPLovecraft’s own Deep Ones.
1475* FishPerson: They resemble a humanoid cross between a frog and a particularly ugly fish.
1476* HalfHumanHybrid: Skum are all male, but they’re apparently still close enough to humans to be able to breed. The results of these unions are misshapen and deformed, but on reaching the point when they would die of old age they instead transform into a full skum.
1477* MarsNeedsWomen: Because there are no female skum, they instead seek to mate with human women to keep their numbers up.
1478* OneGenderRace: All skum are male, and depend on human females to breed.
1479* ProngsOfPoseidon: They favor tridents in combat, although they have been known to use other weapons.
1480* SlaveRace: They were originally created as a race of slave soldiers for the aboleths.
1481[[/folder]]
1482
1483[[folder:Umasi]]
1484->'''Level:''' 4
1485->'''Alignment:''' ChaoticNeutral
1486->'''Size:''' Medium
1487----
1488* AppendageAssimilation: Umasi can't heal naturally or via magic, but instead must harvest appendages and organs from other living creatures.
1489[[/folder]]
1490
1491[[folder:Urdefhan]]
1492->'''Level:''' 3
1493->'''Alignment:''' NeutralEvil
1494->'''Size:''' Large
1495
1496Gaunt, blood-drinking humanoids who live in the depths of Orv, the urdefhans were created by daemonic powers to bring death and desolation to the material plane.
1497----
1498* ArchEnemy: Of the munavri, with whom they contend the Sightless Sea and whom they're especially preoccupied with eradicating. The other descendants of the Azlanti, such as mongrelmen, morlocks, dark folk and gillmen, are this to a lesser extent due to the urdefhans' obsession with snuffing out all remnants of Azlant.
1499* EyesDoNotBelongThere: Urdefhans have a third eye in the back of their mouth. They believe this to have better vision than their normal two, and sometimes cover their frontal eyes and see through their open mouth.
1500* ForTheEvulz: An urdefhan seeks to inflict as much death as possible upon the world before it perishes. To them, death and extinction are holy goals in and of themselves.
1501* HorseOfADifferentColor: Their favored mounts are skavelings, immense undead bats.
1502* NationalWeapon: Urdefhans have developed many strange weapons, but none are more iconic than the two-bladed rhoka sword, and all urdefhans are proficient in its use.
1503* OmnicidalManiac: Their cultural end goal is nothing short of the total genocide of every other species.
1504* SemiDivine: Urdefhans are infused with daemonic energies from Abaddon, and usually have daemon fathers since male urdefhans are sterile.
1505* TakingYouWithMe: Urdefhans can detonate the daemonic bond in their souls, causing them to explode in a burst of negative energy.
1506[[/folder]]
1507
1508[[folder:Vodyanoi]]
1509->'''Level:''' 5
1510->'''Alignment:''' ChaoticNeutral
1511->'''Size:''' Medium
1512----
1513* ArchEnemy: Vodyanois are well known as enemies to boggards, and a vodyanoi who suspects one of boggard collusion will often attack on sight.
1514[[/folder]]
1515
1516[[folder:Witchwyrd]]
1517->'''Level:''' 6
1518->'''Alignment:''' LawfulNeutral
1519->'''Size:''' Medium
1520----
1521* CatchAndReturn: They can "catch" Magic Missiles in free hands and use the energy to power one of their own force bolts.
1522* HumanoidAliens: Witchwyrds are alien to Golarion, and have a relatively humanoid body.
1523* MagicMissile: Once per round they can launch a force bolt from each free hand, plus another one for each Magic Missile they've absorbed.
1524* MultiArmedAndDangerous: They have four arms that can project force bolts.
1525[[/folder]]
1526
1527[[folder:Xulgath]]
1528[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_troglodyte.png]]
1529->'''Level:''' Varies
1530->'''Alignment:''' ChaoticEvil
1531->'''Size:''' Medium
1532
1533Smelly, degenerate, demon-worshiping, cave-dwelling LizardFolk. (Technically not related to ''actual'' lizardfolk, mind you.) More commonly known as troglodytes.
1534----
1535* AcidAttack: Gutragers produce copious quantities of acid in their multiple stomachs, which they constantly release as a caustic mist and can additionally spit as giant acidic loogies, deliver through their extendable, elongated esophagi, and spread everywhere in self-destructive explosion if all seems lost.
1536* ActionBomb: As a last resort in combat, gutragers can cause themselves to explode by violently contracting their guts, showering their foes in a torrent of acidic viscera.
1537* AssholeVictim: They are favored targets for [[BodyHorror fleshwarping]].
1538* DishingOutDirt: Stonelieges are xulgaths infused with the essence of elemental earth through alchemy or magic. This grants them much greater strength, resilience and longevity than common xulgaths have, alongside the ability to magically shape stone (represented in-game through a couple of unique earth-based attacks and the ability to cast ''shape stone'' thrice per day).
1539* EthnicGod: They almost universally worship the {{demon lords|AndArchdevils}} Zevgavizeb.
1540* FantasticRacism: Thoughtmaws hate their more primitive kin, and often kill them on sight (as opposed to enslaving them, like they do everybody else).
1541* {{Fartillery}}: This bears repeating: they smell so bad that their stench alone ''can kill you''.
1542* LizardFolk: Upright humanoid reptiles that live in primitive societies, tame common lizards, and are straggling remnants of an ancient empire that flourished when reptiles still ruled the world.
1543* MercyKill: Many enlightened xulgaths kill their degenerate cousins on sight and consider such a mercy.
1544* MundaneUtility: Stonelieges possess supernatural control over rock, which they can shape and reshape to their liking. This can be and often is used in combat, but the stonelieges' primary role in xulgath society is to shape, expand and strengthen living caverns, tunnels and fortifications as needed.
1545* {{Mutants}}: Xulgaths are prone to a variety of dramatic mutations due to their long exposure to the intense radiation of the Black Desert, which has permanently warped their physiology and genetics.
1546** Their naturally occurring mutations include bilebearers, xulgaths with bulging throat sacs that produce a sticky, toxic slime that they can spit in directed globs or as a fine mist; gutragers, a more developed offshoot of bilebearers with acidic spit, extendable esophagi and [[ActionBomb the ability to explode]]; bloodleakers born with scaleless, easily ruptured hides, usually kept as blood donors or living blood banks for religious rituals; goreguts with distended bellies and ravenous appetites; twinskulls, conjoined twins considered blessed by the xulgaths' demonic god; and spinesnappers, hulking colossi used as shock troops and combat champions.
1547** In addition to this considerable inborn variation, magical and alchemical tampering and can create much more dramatic mutations. These include stonelieges, xulgaths alchemically or magically infused with the essence of elemental earth, granting them increased strength, resilience and longevity alongside the ability to magically shape stone; and slaugraks, freakish, bestial mutants born from clutches tainted by the Abyss.
1548* PoisonIsCorrosive: This is averted with bilebearers, as their attacks are purely poisonous and deal no acid damage. The gutragers, described as a more developed form of the bilebearers, are however purely focused on producing and fighting with acid.
1549* PoisonousPerson: Xulgath bilebearers produce a viscous, sticky toxin from their throat folds, which they inject through their bites, spit at prey from a distance and use to coat their blades.
1550* {{Precursors}}: Troglodytes are one of the oldest of intelligent races, and their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races, who were still cave-dwelling fire worshippers, until they overthrew the troglodytes, who are now the cave-dwelling savages instead.
1551* PuppetKing: Troglodyte chieftains who do not have divine power are usually mere mouthpieces and puppets that answer to the beck and call of the local seer or shaman.
1552* TheRemnant: Of an ancient empire from before humanity rose to prominence.
1553* ReptilesAreAbhorrent: These reptiles are degenerate creatures that worship a demon lord.
1554* SmashMook: Xulgath spinesnappers (also called bonebreakers, marrowventers, and similar colorful epithets) are nine-foot-tall colossi and much stronger and larger than their common kin. They fight with the speed, grace, and strength of sledgehammers, making them ideal as shock troops, combat champions and little else. Their illustration shows one wielding a giant bloodstained hammer, of course.
1555* SuperSpit: Xulgath bilebearers can spit their toxin as a ranged weapon, poisoning their foes and entangling them in the sticky substance, while gutragers can spit globules of their powerful gastric acids.
1556* WritingAroundTrademarks: In 1st Edition, they are known as troglodytes, and "xulgath" is introduced only later on as their ancient and forgotten name that only the relic populations in Deep Tolguth still use. In 2nd, as part of a general effort to distance the game's terminology and creatures from their origins in ''TabletopGame/DungeonsAndDragons'', "xulgath" is consistently used as their default name, with only occasional mentions of their being called troglodytes in the vernacular.
1557[[/folder]]
1558
1559[[folder:Yeti]]
1560->'''Level:''' 4
1561->'''Alignment:''' TrueNeutral
1562->'''Size:''' Large
1563----
1564* BigfootSasquatchAndYeti: White-furred, apelike creatures that live in isolation on the highest peaks of snowbound mountains. They're usually at least neutral and some actively work to fight back various eldritch horrors, but the only ones humans are likely to meet are the AxCrazy exiles who have been forced out into the lowlands.
1565* AnIcePerson: Yetis are more than just adapted to living in icy climates -- supernatural cold permeates their bodies, radiating from them in an icy aura and dealing cold damage to anyone they strike in melee; they're themselves immune to cold, but vulnerable to fire.
1566[[/folder]]
1567
1568!Giant-Kin
1569A collection of humanoids joined by their shared subtype, their enormous sizes (which can be anywhere from twice the height of a man to a good couple stories tall) and the fact that they're often inspired by real-life myths of giants and similar beings.
1570
1571[[folder:True Giants]]
1572* MonsterOrganTrafficking: Giant muscles, tendons and sweat glands can be used as stand-ins for ''enlarge person'' when creating magic items or to create any magical melee weapon.
1573* OurGiantsAreBigger: Giants are a varied group of humanoid species of at least Large size that speak the Giant language. Other than that, all giant subspecies are very different from one other.
1574** In terms of size, they range from the Large stone, hill and marsh giants, who are around twice as tall as a human (but in the latter two cases proportionally much broader), to the taiga, fire and frost giants up to three times a human's height, to the Huge storm and cloud giants, who often top twenty feet in height but have much more human-like proportions, to the Gargantuan rune giants forty feet from head to toe.
1575** Many types of giant are directly inspired by real-life mythology and folklore. Fire and frost giants, for instance, are directly inspired by the jotunns of Norse myths; cloud giants, with their homes full of magical treasure and legendary ancestors who lived in the actual clouds, take inspiration from ''Literature/JackAndTheBeanstalk'' and similar stories.
1576* SlaveRace: Giants of all kinds toiled as slaves in Thassilon, as the runelords found their immense strength a valuable asset for raising their immense monuments and on the battlefield alike.
1577* UndergroundMonkey: They come in a very large number of variants themed around numerous environments and elements -- barbaric, ice-resistant frost giants, fiery and tyrannical fire giants, brutish hill giants, lightning-wielding storm giants, raft-living river giants, elf-like wood giants...
1578
1579!!Ash Giant
1580->'''Level:''' 11
1581->'''Alignment:''' ChaoticNeutral
1582->'''Size:''' Huge
1583----
1584* DeadlyPrank: They think killing a friend with a prank is just good, clean fun.
1585* TheImmune: Almost all ash giants are asymptomatic carriers of ash leprosy. Anyone hit by their attacks risks getting infected.
1586
1587!!Cave Giant
1588[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/giant_cavegiant.png]]
1589->'''Level:''' 6
1590->'''Alignment:''' ChaoticEvil
1591->'''Size:''' Large
1592----
1593* BrutishCharacterBrutishWeapon: Cave giants are basically giant versions of the FrazettaMan stereotype, and prove remarkably adept with axes of all varieties.
1594* PrimalStance: Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect.
1595* SkeletonsInTheCoatCloset: Cave giants often clad in armour patched together from the bones of past victims.
1596* ToServeMan: Slaves of cave giants often find themselves fed to either the giants themselves or their lizard pets.
1597
1598!!Cliff Giant
1599->'''Level:''' 9
1600->'''Alignment:''' NeutralGood
1601->'''Size:''' Large
1602----
1603* FantasyCounterpartCulture: They're basically 13 foot tall Native Americans.
1604* FriendToAllLivingThings: They have spells that allow them to talk to animals and are kind to animals in general.
1605* ShrinkingViolet: While possible the nicest of the giant races, they prefer to be left alone, which is part of why they live up on cliffs in the first place.
1606
1607!!Cloud Giant
1608[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/nalbia.png]]
1609->'''Level:''' 11
1610->'''Alignment:''' NeutralGood or NeutralEvil
1611->'''Size:''' Huge
1612
1613Reclusive, refined giants who inhabit the peaks of high mountains -- or, according to rumor, the very clouds -- and who very between benevolent protectors of smaller races and cruel, arrogant raiders and tyrants.
1614----
1615* AmazingTechnicolorPopulation: Cloud giants tend to have milky white, light gray or sky-blue skin.
1616* TheBeastmaster: Cloud giants often tame flying creatures to serve as pets, war animals and mounts; regular birds, [[OurGriffonsAreDifferent griffins and hippogriffs]], RocBirds and air elementals are commonly seen in all cloud giant holds, while explicitly good-aligned giants often keep pegasi and dragon horses while their evil kin prefer wicked creatures such as harpies.
1617* {{BFS}}: Cloud giants can wield far bigger weapons (by their standards) without much difficulty.
1618* ElementalEyeColors: Their eyes tend to be gray, violet or blue, matching their ability to create fog and mist and their rumored former ability to walk on clouds.
1619* EvenEvilHasStandards: Even evil Cloud Giants detest their Papinjuwari cousins.
1620* TheFashionista: Cloud giants dress in the fanciest clothing and jewelry possible. To them, appearance indicates station.
1621* HorseOfADifferentColor: Cloud giants often use rocs as flying mounts.
1622* MightMakesRight: As the evil cloud giants see it, if you can't keep others from taking your property, your lands and your freedom then you didn't deserve to have them in the first place.
1623* SlaveMooks: The Runelords of Thassilon routinely enslaved cloud giants to use as shock troops in their wars.
1624
1625!!Desert Giant
1626->'''Level:''' 9
1627->'''Alignment:''' LawfulNeutral
1628->'''Size:''' Large
1629----
1630* TheTeetotaler: Desert giants view mind-altering diuretics like alcohol as dangerous temptations in an environment as unforgiving as the desert.
1631
1632!!Fire Giant
1633[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/fire_giant_captain.png]]
1634->'''Level:''' 10
1635->'''Alignment:''' LawfulEvil
1636->'''Size:''' Large
1637
1638Resembling enormous, fiery, evil dwarves, the fire giants are the most warlike and militaristic of the giants.
1639----
1640* AmazingTechnicolorPopulation: The skin colors of fire giants range from bright scarlet through brick red and deep crimson all the way to soot-black.
1641* ArmiesAreEvil: Their characterization tends to hinge on two things first and foremost. Firstly, they're incredibly militarized, tending to vary between being armies with countries to being self-sustaining armies without even a pretense at civilian life, and their lifestyles revolve around either being soldiers, leading soldiers or supporting the army's war machine. Secondly, they're oppressive, evil, borderline fascistic warmongers and slavers who live for toil, warfare and the slaughter and subjugation of "lesser races".
1642* {{BFS}}: Their favored weapons are enormous two-handed swords.
1643* TheBlacksmith: Fire giants are removed for their skill in working and shaping steel, especially when it comes to making weapons. Fire giant-made blades are highly sought after by all other giants, where owning one of their crafts carries tremendous prestige, and more rarely among smaller humanoids as well.
1644* ElementalHairColors: Written material on fire giants tends to describe their hair and beards as bright red and reminiscent of fire and flames, and supposedly glowing like coals when their tempers are roused; in practice, pictures of fire giants forgo the "reminiscent" bit and simply give them FlamingHair.
1645* FlamingHair: Art of fire giants usually shows their hair and beards as blazing manes of fire. Mythic fire giants have beards made out of lava.
1646* FlamingSword: They have access to a special variant that aids in burning buildings and other structures.
1647* LawfulEvil: To the extreme. Their entire society is structured like an enormous army, with everything being about fighting, training and strict obedience.
1648* PlayingWithFire: Their bodies are so hot that the boulders they throw are super-heated.
1649* ProudWarriorRaceGuy: Similarly to hobgoblins, their society is based almost entirely around the military.
1650
1651!!Frost Giant
1652[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_frost_giant_7.png]]
1653->'''Level:''' 9
1654->'''Alignment:''' ChaoticEvil
1655->'''Size:''' Large
1656
1657A race of vicious and brutal giants who act as raiders in the north, especially in the Realm of the Mammoth Lords.
1658----
1659* AmazingTechnicolorPopulation: They typically have ice-blue skin.
1660* TheBeastmaster: They have a talent for taming powerful beasts such as mammoths and remorhazes, and for subjugating less intelligent monsters such as white dragons, yetis and worgs.
1661* BloodKnight: They live for battle and slaughter, and their battle lust and propensity for brutality has made them some of the most feared of giantkind.
1662* BrutishCharacterBrutishWeapon: They almost universally favor enormous greataxes as part of their HornyVikings vibes.
1663* GrimUpNorth: These vicious, gigantic reavers and barbarians make their home in the utmost north of the world; the furthest south they're found is in the very north of Avistan, and most of them live in the ice-locked Crown of the World, Golarion's northernmost continent.
1664* HornsOfBarbarism: They're almost always depicted with helmets adorned with the horns and tusks of gigantic beasts.
1665* HornyVikings: They're effectively land-bound vikings, complete with horned helmets, lifestyles of constant raiding and jarls and thralls.
1666* ImAHumanitarian: Some frost giants are known to practice cannibalism, eating fellow giants who fall in battle or whom the tribe judges weak.
1667* KlingonPromotion: If a frost giant wants to be the new jarl of the tribe, they first need to challenge and kill the old jarl.
1668* MadeASlave: Frost giants are enthusiastic slavers, and the survivors of their raids risk finding themselves shackled to a frost giant slave handler and marched off as the giant band's newest slaves.
1669* RapePillageAndBurn: Most frost giants sustain themselves almost through raiding and pillaging other intelligent beings, picking fights with whomever they come across to obtain loot, provisions and slaves.
1670
1671!!Hill Giant
1672->'''Level:''' 7
1673->'''Alignment:''' ChaoticEvil
1674->'''Size:''' Large
1675
1676Like ogres, but with a bit more of a [[ProudWarriorRaceGuy martial bent]].
1677----
1678* DirtyCoward: Quick-tempered and fond of violence, a hill giant gladly raids and pillages the weak but is quick to flee from the strong.
1679%%* DumbMuscle
1680* EvenEvilHasStandards: Hill giants may be brutish, violent and destructive barbarians, but even ''they'' think ogres are depraved.
1681* MySpeciesDothProtestTooMuch: Solitary non-evil hill giants can rarely be found in humanoid societies working as labourers or soldiers. They are despised by other hill giants at large and are often attacked on sight.
1682
1683!!Jungle Giant
1684->'''Level:''' 10
1685->'''Alignment:''' TrueNeutral
1686->'''Size:''' Huge
1687----
1688* FantasticRaceWeaponAffinity: Jungle giants usually fight with bows, which they consider to be sacred and do not allow outsiders to touch.
1689* {{Matriarchy}}: Jungle giant tribes are matriarchal, ruled by an elder female.
1690* PowerTattoo: Their skin bears protective runic brands etched as a rite of passage into adulthood.
1691
1692!!Marsh Giant
1693[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/marsh_giant.png]]
1694->'''Level:''' 8 (9 for brineborn)
1695->'''Alignment:''' ChaoticEvil
1696->'''Size:''' Large
1697
1698Degenerate, cannibalistic giants who live in coastal marshes and worship alien powers.
1699----
1700* FrogMen: Marsh giants have frog-like faces, bulbous black eyes, green skin and webbed fingers, official material outright describes them as "froglike", and they dwell in swamps, preferably those near the sea. Further, the one species they ever get along with are the likewise swamp-dwelling bipedal frogs known as the boggards.
1701* HooksAndCrooks: Marsh giants typically use a hooked club called a gaff.
1702* HybridMonster: Some marsh giants breed with abominations from the deepest seas to produce deformed offspring called brineborn.
1703* MonstrousCannibalism: Many marsh giants are cannibals: they often attack fellow tribe members just to gorge on a particularly fearsome or delicious-looking relative.
1704
1705!!Moon Giant
1706->'''Level:''' 15
1707->'''Alignment:''' LawfulNeutral
1708->'''Size:''' Huge
1709----
1710* CraterPower: When a moon giant throws a rock, it creates an impact crater around the spot where the rock landed.
1711
1712!!Mountain Giant
1713->'''Level:''' 17
1714->'''Alignment:''' ChaoticEvil
1715->'''Size:''' Gargantuan
1716----
1717* ToServeMan: Brutal and sadistic, mountain giants prefer the flesh of humanoids, giant or otherwise.
1718
1719!!Eclipse Giant
1720->'''Level:''' 19
1721->'''Alignment:''' TrueNeutral
1722->'''Size:''' Gargantuan
1723----
1724* HealingShiv: An eclipse giant can imbue a rock with the ''heal'' spell, causing it to heal the creature that catches it.
1725
1726!!Ocean Giant
1727->'''Level:''' 14
1728->'''Alignment:''' ChaoticGood or ChaoticEvil
1729->'''Size:''' Huge
1730
1731Mighty, tempestuous and blue-skinned titans who rule hidden realms beneath the seas.
1732----
1733* AmazingTechnicolorPopulation: Their skin is in the colors of the sea, generally ranging from deep blue to pale green.
1734* LordOfTheOcean: They embody a non-divine version of this, being moody and mercurial blue-skinned rulers of the seas who, depending on personal inclination, may be either benevolent if moody wardens of the undersea world who protect their charges from lofty coral towers or malevolent destroyers who force their will on the people of the sea and send storm and monsters to destroy any ship that crosses their territory.
1735* MakingASplash: They can create vortexes and rolling orbs of water, and give themselves the ability to breathe water.
1736* ProngsOfPoseidon: Fittingly for their role as lords of the seas, their default stats have them wielding masterwork tridents,
1737
1738!!Plague Giant
1739->'''Level:''' 14
1740->'''Alignment:''' NeutralEvil
1741->'''Size:''' Huge
1742----
1743* PoisonedWeapons: A plague giant's flail is covered in pus.
1744
1745!!River Giant
1746->'''Level:''' 6
1747->'''Alignment:''' ChaoticGood or ChaoticEvil
1748->'''Size:''' Large
1749
1750* AmazingTechnicolorPopulation: Their skin is usually green, varying from yellow-green shades to rich jade.
1751* BornUnderTheSail: They live their lives upon their rafts and houseboats, wandering the rivers of the world. When they keep permanent homes, these are usually utilitarian huts on islands or rock formations located where large rivers come together, which serve mainly as storage spaces and travel hubs while their owners wander the breadth of the waterways.
1752
1753!!Rune Giant
1754[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/rune_giant_2.png]]
1755->'''Level:''' 17
1756->'''Alignment:''' LawfulEvil
1757->'''Size:''' Gargantuan
1758
1759The largest and most powerful of the giants, rune giants were created by the Runelords as taskmasters to control their lesser kin.
1760----
1761* TheDreaded: Other giants fear and hate them, as their massive size, immense physical power and ability to magically dominate and enslave any other giant, as well as their role as slavemasters over their kin in ancient Thassilon, have led to them becoming the boogeymen and nightmares of giant culture. When rune giants settle or are discovered in an area, even the most powerful and bellicose of giants don't attempt to confront them or fight them off -- they all just pack up and get as far away from them as they can.
1762* EverythingsBetterWithSamurai: They have a very samurai-esque aesthetic, despite living nowhere near [[FantasyCounterpartCulture Minkai]].
1763* GrandTheftMe: The runelords habitually used occult rituals to enter the bodies of their rune giant servants, allowing them to fully control the giant's body and cast spells through it, in order to make use of their prodigious strength and ability to magically enslave other giants.
1764* LargeAndInCharge: A size category larger than any other breed of giant, and able to magically control their smaller kin.
1765* OurGiantsAreBigger: Emphasis on the "bigger", as they tower over even other giants at about 40 feet tall on average.
1766* TheManBehindTheMan: Despite their size and imperialist ambitions few non-giants even believe they exist, as they rarely interact with non-giants directly in favor of sending out enthralled proxies.
1767* MindManipulation: They're famous for their ability to [[CharmPerson charm]] and compel giants. Notably while their mind control abilities work ''better'' on giants, they still function perfectly well against anyone else they encounter.
1768* NonHumanHumanoidHybrid: The original rune giants were created by crossbreeding fire giants and taiga giants.
1769* PowerTattoo: The runes that are tattooed onto them allow them to control other giants.
1770* TrueBreedingHybrid: They were originally created by the Runelords as hybrids of fire and taiga giants, they breed true with no particular issue and they've remained a stable independent species since the fall of the empire that bred them into existence.
1771
1772!!Shadow Giant
1773->'''Level:''' 13
1774->'''Alignment:''' LawfulEvil
1775->'''Size:''' Large
1776----
1777* ImAHumanitarian: Shadow giants practice a mysterious religion, whose rituals involve cannibalism.
1778
1779!!Slag Giant
1780->'''Level:''' 7
1781->'''Alignment:''' LawfulNeutral
1782->'''Size:''' Large
1783----
1784* NonHumanHumanoidHybrid: The first slag giants were created by crossbreeding fire giants and stone giants.
1785* TrueBreedingHybrid: They were originally created by the Runelords as hybrids of stone and fire giants. In the modern day they breed true with no particular issue and they've remained a stable independent species since the fall of the empire that bred them into existence.
1786
1787!!Smog Giant
1788->'''Level:''' 7
1789->'''Alignment:''' ChaoticEvil
1790->'''Size:''' Large
1791----
1792* AsskickingLeadsToLeadership: According to smog giants, whoever's the strongest is usually right.
1793* FantasticDietRequirement: Smog giants can eat flesh, but prefer diets of black powder.
1794* UseYourHead: Smog giants are fond of smashing their craniums together to establish dominance, with the first giant knocked prone being declared the loser.
1795
1796!!Stone Giant
1797[[quoteright:260:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_stone_giant.png]]
1798->'''Level:''' 8 (9 for elders)
1799->'''Alignment:''' TrueNeutral
1800->'''Size:''' Large
1801
1802One of the oldest of all giant kinds -- only hill and taiga giants can claim to have been around as long -- the stone giants are a highly traditionalist people who shun cultural changes. According to their myths, they share a common ancestry with the taiga giants, from whom they were split by the influence of Thassilonian magic, and are the root stock from which all other giant kinds were created by deities and the Runelords.
1803----
1804* TheBeastmaster: Stone giants often keep powerful, primeval creatures -- cave bears are a favorite, serving a role similar to dogs', but dire wolves and mammoths are also kept by some communities, while others use gorgons as a sort of livestock.
1805* ChameleonCamouflage: A favourite tactic of stone giants is to stand motionless, blending themselves into the background.
1806* DishingOutDirt: Stone giants can mould a boulder from primal earth and use it as a thrown weapon. Some stone giants elders develop abilities related to mud and stone manipulation, and stone giant sorcerers are typically of the Deep Earth bloodline.
1807* HorseOfADifferentColor: Ancient stone giants often used mammoths as mounts, a practice that some tribes still follow in the modern day.
1808* RockMonster: Sort of. Stone giants certainly ''look'' the part, with their thick, hairless gray skin, utter lack of hair, rock-gray eyes and craggy, angular faces, and indeed many people in-universe believe them to be animated statues or creatures of elemental earth. In reality, stone giants are made of the same flesh and bone as everyone else, and their rocky countenances are chiefly a form of camouflage in the stony badlands they inhabit.
1809
1810!!Storm Giant
1811[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_storm_giant.png]]
1812->'''Level:''' 13
1813->'''Alignment:''' ChaoticGood
1814->'''Size:''' Huge
1815
1816Benevolent but mercurial colossi most often found living on warm islands and coastlines, where they inhabit immense keeps and towers, storm giants see themselves as protectors of their lands and their inhabitants.
1817----
1818* AmazingTechnicolorPopulation: While most storm giants have human skin colors, certain sea-faring families have blue or sea-green skin. Further, some storm giants are born with purple skin, which is seen as a sign of good luck.
1819* BewareTheNiceOnes: They are good guys by default, but tend to be pretty tempermental, and can be [[GoodIsNotSoft downright terrifying when they encounter evil creatures.]]
1820* BowAndSwordInAccord: Storm giants usually pepper the enemy with arrows initially, and then switch to their swords when foes get close.
1821* ElementalHairComposition: Storm giants mostly have normal hair colors with some sky blues and light purples mixed in, but their image in the 2nd Edition ''Bestiary'' shows a storm giant with a beard and hair made out of lightning.
1822* HorseOfADifferentColor: Storm giants often tame large animals of various sorts as mounts: rocs are popular flying steeds, and they ride whales, large sharks and sea serpents when they need to travel over sea.
1823* WeatherManipulation: Storm giants have the inborn ability to control weather, especially lighting. This is represented in-game through all storm giants having ''control weather'', ''call lightning'' and ''chain lightning'' as spell-like abilities.
1824
1825!!Sun Giant
1826->'''Level:''' 16
1827->'''Alignment:''' ChaoticGood or ChaoticEvil
1828->'''Size:''' Huge
1829----
1830* RayGun: A sun giant can fire darts of light from their atlatl.
1831
1832!!Taiga Giant
1833[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/taiga_giant.png]]
1834->'''Level:''' 12
1835->'''Alignment:''' ChaoticNeutral
1836->'''Size:''' Huge
1837
1838Nomadic hunters who inhabit deep forests in the far north of the world, where they follow the herds of megafauna on which they depend. Taiga giants are one of the oldest of all giant kinds, and are very likely to be the ancestors of all other giants.
1839----
1840* BarbarianTribe: They're fiercely territorial, tribal nomads native to the high arctic, and strongly resist the influence of civilization. They're fairly benign as long as they aren't bothered, but respond to encroachments and trespassers in their territories with terrifying ferocity and overwhelming force.
1841* GuardianEntity: Taiga giants maintain close bonds with the spirits of their ancestors, which can be called upon by their living descendants to protect them from physical and magical harm.
1842* JavelinThrower: Their favored weapons are enormous, long-bladed spears that they can use equally well as melee and hurled weapons.
1843* TakenForGranite: Taiga giants in high standing often wield spears capable of petrifying their targets, who remain statues until the spear is removed.
1844
1845!!Tomb Giant
1846[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/tomb_giant.png]]
1847->'''Level:''' 12
1848->'''Alignment:''' NeutralEvil
1849->'''Size:''' Large
1850
1851Evil giants created from taiga giant slaves in ancient Thassilon, tomb giants are a secretive and feared people who inhabit enclosed, dark underground spaces such as crypts and cavern systems, where they perform horrifying necromantic experiments on anyone unfortunate enough to stumble across their lairs.
1852----
1853* BlackCloak: In the game's art, they're usually shown waring long, hooded black or dark purple robes.
1854* EvilIsSterile: Their association with undeath, and more specifically their constant exposure to negative energy and necromantic magic, means that tomb giants are all but sterile, and need to syphon off positive energy from captives in order to conceive.
1855* TheGrimReaper: They're not actual reapers, but their preference for hooded black cloaks and large scythes, their corpse-like appearance and their association with crypts and the undead are strongly reminiscent of the traditional imagery associated with the embodiment of death.
1856* {{Necromancer}}: They tend to be especially skilled at raising and controlling undead creatures, and are particularly associated with the creation of necrocrafts, unique and horrific undead created from multiple corpses, body parts and metallic components stitched and bolted together.
1857* PlanetOfHats: They're creepy, evil and undeath-obsessed necromancers who live underground -- every single one of them.
1858* SinisterScythe: Artwork of tomb giants often shows them wielding large, wicked-looking scythes.
1859
1860!!Vault Giant
1861[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/vault_giant.png]]
1862->'''Level:''' 17
1863->'''Alignment:''' LawfulEvil
1864->'''Size:''' Gargantuan
1865----
1866* LizardFolk: Vault giants are a species of giant bipedial lizards resembling xulgaths, except much bigger in size. In 1st Edition, they have the reptilian subtype.
1867* TheMagocracy: Each vault giant clan is led by a circle of powerful psychics who commune with the dark entities they serve and consult with colleagues from other clans to decide the direction for raids and expeditions.
1868* PsychicPowers: Vault giants are natural psions.
1869
1870!!Wood Giant
1871[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/wood_giant.png]]
1872->'''Level:''' 6
1873->'''Alignment:''' ChaoticGood
1874->'''Size:''' Large
1875
1876* AmazingTechnicolorPopulation: While they have human skin tones in earlier art, the 2nd edition ''Bestiary'' depicts them with green skin.
1877* ForestRanger: Wood giants consider themselves to have been chosen by nature to be protectors of the wilderness against the spread of civilization, a vocation they dedicate their entire lives to.
1878* GreenThumb: They can speak with plants and turn themselves into trees.
1879* HiddenElfVillage: Wood giants are an isolated race, only rarely meeting to trade with other tribes or the occasional elven settlement.
1880* OurElvesAreDifferent: They're essentially the giants' version of elves, down to the hidden forest villages, the reverence for nature and the long, pointed ears.
1881* StealthyColossus: Wood giants are fourteen feet tall and weigh well over 1,000 pounds, but can move through thick vegetation with unnerving speed and near-absolute quiet.
1882[[/folder]]
1883
1884[[folder:Gigas]]
1885Primeval beings created as the ancient titans strode across the young planes, the gigas are a bridge between their divine forebears and the truly mortal giants descended from them.
1886----
1887* TheAgeless: Gigas are immortal and live forever if not killed.
1888
1889!!Abaddon Gigas
1890->'''Level:''' 17
1891->'''Alignment:''' NeutralEvil
1892->'''Size:''' Gargantuan
1893----
1894* AsteroidsMonster: According to legend, there used to be only one, primordial titan of their kind, which tore itself to pieces; each sliver of its flesh then formed itself into an Abaddon gigas and went its own way. Some scholars hypothesize that, as Abaddon gigas do not breed or otherwise increase their numbers, the essence of slain gigas flows back to the center of Abaddon, to one day reform the original titan when the last of its spawn will die.
1895* NoBiologicalSex: Abaddon gigas have no sexes and are incapable of reproduction.
1896* PigMan: They resemble bloated, malformed giants with the legs and heads of monstrous pigs.
1897
1898!!Abyss Gigas
1899->'''Level:''' 16
1900->'''Alignment:''' ChaoticEvil
1901->'''Size:''' Gargantuan
1902----
1903* EyelessFace: Abyss gigas have no visible eyes -- a slight indenting beneath their foreheads is the most they get in that regard.
1904
1905!!Hell Gigas
1906->'''Level:''' 15
1907->'''Alignment:''' LawfulEvil
1908->'''Size:''' Gargantuan
1909
1910* FantasticRacism: Hell gigas hate fire giants, and delight in tormenting and enslaving them.
1911[[/folder]]
1912
1913[[folder:Titans]]
1914->'''Size:''' Gargantuan
1915----
1916* TheAgeless: A titan does not age and unless killed by violence, a titan is immortal.
1917* OurTitansAreDifferent: Titans are a very ancient race of humanoids that were the first creations of the gods. The giants are their degenerate descendants.
1918
1919!!Elysian Titan
1920[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titan_elysiantitan.png]]
1921->'''Level:''' 21
1922->'''Alignment:''' ChaoticGood
1923----
1924* WalkingTheEarth: Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power.
1925
1926!!Fomorian Titan
1927->'''Level:''' 22
1928->'''Alignment:''' ChaoticEvil
1929
1930* ClingyCostume: Fomorian titans are sealed within their armour.
1931* AGodAmI: In their pride, fomorians created life of their own, so they too might be worshipped.
1932
1933!!Thanatotic Titan
1934[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titan_thanatotictitan.png]]
1935->'''Level:''' 22
1936->'''Alignment:''' ChaoticEvil
1937----
1938* CreatingLife: Thanatotic titan sculptors created the demodands from the foul clay and waters of the Abyss.
1939* EvilVersusEvil: Thanatotic titans spend much of their time fighting among themselves or against various demon lords.
1940* AGodAmI: Thanatotic titans see themselves as true icons worthy of worship. Some work to found personal cults among mortals, while others wage unending crusades against the followers of the gods.
1941* GreenEyedMonster: When they grew jealous of the adulation the gods received from mortals, the thanatotic titans began a crusade to destroy mortal life.
1942* MonsterLord: Demodands serve the thanatotic titans as shock troops, generals and slavers.
1943* RageAgainstTheHeavens: The thanatotic titans waged war against the very gods who created them.
1944* TheSocialDarwinist: Thanatotic titans see the fight for survival between newborn demodand siblings as a necessity to make the race stronger.
1945
1946!!Hekatonkheires
1947->'''Level:''' 24
1948->'''Alignment:''' ChaoticEvil
1949
1950* GoMadFromTheIsolation: The gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. The hekatonkheires drifted in the void for aeons, and the madness wrought upon them by isolation destroyed their memories.
1951* {{Kaiju}}: Hekatonkheires are 25-ton-heavy monstrosities whose existence is based wholly on the devastation of life.
1952* MultiArmedAndDangerous: Each head of a hekatonkheires has two arms of its own, or 100 in total.
1953* MultipleHeadCase: A hekatonkheires has 50 heads each.
1954* QuestForIdentity: Hekatonkheires have no knowledge of why their ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds.
1955* RageAgainstTheHeavens: The hekatonkheires sided with the thanatotic titans in their war against the gods.
1956* ShockAndAwe: Hekatonkheires are known for their control over lightning and thunder, and a hekatonkheires' arrival is often prefaced by an abrupt and tumultuous storm.
1957
1958!!Danava
1959[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/titan_danavatitan.png]]
1960->'''Level:''' 24-30
1961->'''Alignment:''' LawfulNeutral
1962----
1963* BarrierMaiden: Certain danavas have, over the aeons, merged with the cruxes of the universe they oversee. Destroying one of those danava pillars would be a step toward unravelling reality itself.
1964* CainAndAbel: The danavas originally went to war against their chaotic titan brothers.
1965* PrinciplesZealot: Conceived originally at the foundation of reality to govern and regulate the mercurial forces that shaped the cosmos, danavas ultimately proved too harsh, rigid and unflinching for their mission.
1966* SealedBadassInACan: During the war between the danavas and other titans, the gods interceded before creation was rent asunder, placing the danavas in stasis beneath the waves.
1967* WhiteSheep: While danavas are usually LawfulNeutral, some LawfulGood danavas do exist and endeavour to cause the minimum necessary destruction to achieve their goals.
1968[[/folder]]
1969
1970[[folder:Trolls]]
1971->'''Alignment:''' ChaoticEvil
1972
1973Like the trolls of the [[TabletopGame/DungeonsAndDragons World's Oldest Tabletop Roleplaying Game]], trolls in Pathfinder are bestial giantkin with [[ExtremeOmnivore immense appetites]] and [[HealingFactor obnoxiously potent regeneration]]. ''Unlike'' those other trolls, they're also matriarchal and have somewhat of a [[NatureIsNotNice druidic bent]].
1974----
1975* AllTrollsAreDifferent: Monstrous, hulking, ravenous humanoids who regenerate from all wounds, no matter how severe, except for those infected through fire or acid. They're technically a kind of giant, and some breeds have multiple heads.
1976* AntiRegeneration: [[PlayingWithFire Fire]] and {{acid|Attack}}, as always, stymie their ability to regenerate physical damage.
1977* ArtEvolution: Trolls have undergone some notable changes in how they're depicted in official art. Early material shows them as very lanky creatures, with long, thin limbs, skin-and-bones frames and pronounced, pointy noses. The first ''Bestiary'' began the trend of trolls being depicted as much more muscular, hulking and heavily built creatures, with prominent tusks and large underbites. Late in 1st edition they gained bristly manes down their necks, muzzle-like faces as their upper jaw extended to match the lower and generally [[PigMan very boar-like heads]].
1978* TheBerserker: Because of their regenerative abilities they display no fear in combat.
1979* BlessedWithSuck: That regeneration is awesome, but the downside? [[RequiredSecondaryPowers It uses so much energy that they're constantly teetering on the edge of starvation.]]
1980* EatsBabies: They'll eat anything they can get their claws on, and have no qualms about eating the children of other races.
1981* EvenEvilHasStandards: Trolls are borderline animalistic, man-eating evil monsters, but not even they can stand ogres -- out of self-preservation if nothing else, as the ogres' short-sighted sadism tends to strip their surroundings of living creatures fairly quickly, and starvation is one of the few things that can permanently kill a troll. Ogres who settle in troll territories tend to be subject to brutal attacks night after night until they're dead or driven off, the trolls' ferocity and regenerative abilities being more than the ogres can deal with.
1982* FantasticMedicinalBodilyProduct: Troll livers can be used to create healing items.
1983* FromASingleCell: They can bounce back and regrow from pretty crazy injuries; if even one piece isn't burned, the entire troll could come back.
1984* GoodThingYouCanHeal: Trolls are fully aware of their healing abilities and regularly endure what would be horrific maiming injuries without much complaint or to show MachoMasochism.
1985* HealingFactor: Famously, they will regenerate all injuries not inflicted on them by fire or acid -- absent those, wounds close, organs regenerate and entire severed limbs grow back from their stumps. This renders trolls very blasé about traumatic injury, to the point that their augurs traditionally read the future by disemboweling themselves and searching for omens in their own entrails as they pull themselves back into their bodies.
1986* HungryMenace: Their insane regeneration is incredibly energy-inefficient; trolls have to eat almost constantly to fuel it.
1987* KillItWithFire: Fire is one of the few things that can permanently damage or kill a troll, and as a result trolls hate and fear it like little else.
1988* OurGiantsAreBigger: They're technically a breed of Giant-kin, being generally treated as the most degenerate, bestial and primitive breed of giant.
1989* PigMan: In late 1st and in 2nd Edition, trolls are usually depicted with the protruding muzzles, curving tusks and bristly manes of wild boars.
1990* RequiredSecondaryPowers: Why they eat so much -- their regeneration eats a lot of metabolic load.
1991* ToServeMan: Make no mistake. Their main shtick is still trying to eat people, particularly halflings.
1992* UndergroundMonkey: A wide variety of trolls exist across different climates. All are tied to the environments where they live and sometimes barely resemble each other, outside of their regenerative abilities.
1993
1994!!Tombstone Troll
1995->'''Level:''' 1
1996->'''Size:''' Small
1997----
1998* GraveRobbing: Tombstone trolls earn their name from their habit of digging up graves in search for an easy meal that can't fight back. Once a tombstone troll has run out of easy pickings in a cemetery, it moves on in the dead of night to find a new hunting ground.
1999
2000!!Chimney Troll
2001[[quoteright:270:https://static.tvtropes.org/pmwiki/pub/images/chimney_troll.png]]
2002->'''Level:''' 2
2003->'''Size:''' Large
2004
2005Trolls that live in urban areas and have healing dependent on fire. Their stats can be found in ''Daughters of Fury'' or online [[http://aonprd.com/MonsterDisplay.aspx?ItemName=Chimney%20Troll here]].
2006----
2007* BreathWeapon: Their Soot Breath allows them to exhale a searing cloud of smoke and cinders that fills the lungs of a targeted creature.
2008* {{Contortionist}}: A chimney troll is a Large sized creature, but they're capable of contorting their bodies to allow them to squeeze through windows and down chimneys to get at the fire they crave.
2009* DisabilityImmunity: The same affliction that stops them from healing normally makes them resistant to the fire that cripples most trolls. It's an unfortunate troll hunter who discovers this typical weakness is absent in them, and that bringing fire around them may actually make them stronger.
2010* TheExile: Their dependency on fire, which other trolls hate, saw them driven from their homelands by their kin and forced to dwell in the urbanized lands of other races.
2011* HealingFactor: Chimney trolls don't have on as standard like normal trolls, and are actually completely unable to regain hit points naturally by resting. Instead they must rely on their Inhale Flames ability, which gives them a short-lived regeneration that can be negated by acid or cold.
2012* ImprovisedWeapon: They can use chunks of cobblestone and scavenged rocks as projectiles.
2013* LeanAndMean: Perhaps by diet, perhaps by necessity for their contortion, but chimney trolls are much thinner than most types of trolls.
2014
2015!!Flood Troll
2016->'''Level:''' 2
2017->'''Size:''' Medium
2018----
2019* ParentalAbandonment: Scrag mothers eject their flood troll spawn from the brood as soon as the its hormonal mutation makes itself known, which typically occurs a couple of years after the brood is born.
2020
2021!!Moss Troll
2022->'''Level:''' 3
2023->'''Size:''' Large
2024----
2025* CreepilyLongArms: Moss trolls are smaller and thinner than normal trolls, yet their arms are unusually long and spindly for their size.
2026
2027!!Sewer Troll
2028[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/sewer_troll.png]]
2029->'''Level:''' 2
2030->'''Size:''' Medium
2031A small and limber breed of troll that lurk in cramped areas like sewers and caves.
2032----
2033* DayHurtsDarkAdjustedEyes: Sewer trolls' eyes are so sensitive to light that they are momentarily blinded by bright lights.
2034* RubberMan: Sewer trolls are incredibly flexible and can squeeze through small spaces with ease.
2035
2036!!Canopy Troll
2037->'''Level:''' 3
2038->'''Size:''' Small
2039----
2040* BewareMyStingerTail: A canopy troll's tail sting injects a tumour of its own regenerating flesh into its target, which grows beneath the victim's skin, sprouting bristly hairs and stubby teeth that cause debilitating pain until it dissolves.
2041* MonstrousCannibalism: After giving birth, canopy troll mothers eat their weaker child to ensure ample nutrition for the stronger one. Canopy trolls that grow old or fall sick also become morsels for the rest of the troop.
2042* OxymoronicBeing: Despite being Small (about 3 feet tall) they are still classified as '''giants'''.
2043
2044!!Frost Troll
2045[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_ice_troll.png]]
2046->'''Level:''' 4
2047->'''Size:''' Large
2048
2049Trolls adapted to the bitter cold of the far north, ice trolls are notably more organized and better-armed than their southern kin, and often ally with wicked humans and frost giants.
2050----
2051* AmazingTechnicolorPopulation: They have bright icy-blue skin.
2052* AnIcePerson: They're adapted to icy climates, and immune to cold damage as a result.
2053* ItCanThink: They're notably smarter than normal trolls (INT 9, almost as smart as the average human). As such they are more likely to use weapons and armor, whereas normal trolls don't bother wearing any protection and just bite/claw their victims to death.
2054* UndergroundMonkey: They're basically just the ice version of normal trolls.
2055
2056!!Forest Troll
2057[[quoteright:310:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_troll.png]]
2058->'''Level:''' 5
2059->'''Size:''' Large
2060----
2061* PlantPerson: Forest trolls are deeply linked in flesh and blood to forests and even turn into blackened lumps of charcoal, often still glowing with coals, when killed. In terms of gameplay, they have the Wood trait.
2062* PrimalStance: Forest trolls prefer to hunch for comfort and to lull foes into a false sense of security.
2063
2064!!Cavern Troll
2065[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/rock_troll.png]]
2066->'''Level:''' 6
2067->'''Size:''' Large
2068----
2069* DisabilityImmunity: Unlike other trolls, cavern trolls have no weakness to fire -- it cannot burn through their rocky skin.
2070* EatDirtCheap: Cavern trolls occasionally eat rocks and minerals, which strengthen their skin, teeth and claws. This leads to a mutually predatory relationship with xorns, as both species eat and are made out of rocks -- cavern trolls and xorns who encounter each other will fly into mindless feeding frenzies as they try to devour each other.
2071* KingMook: Cavern trolls who devour a large numbers of xorns develop tremorsense and rule over their kin as monarchs.
2072* RockMonster: Downplayed -- their skin is hardy and stony, and studded with crystals.
2073* TakenForGranite: A cavern troll that stands too long in natural sunlight risks being permanently turned into stone.
2074
2075!!Two-Headed Troll
2076->'''Level:''' 8
2077->'''Size:''' Large
2078----
2079* ChildEater: Two-headed trolls have an appetite for 'nibbles' that are small enough to devour with one bite, like children.
2080* MultipleHeadCase: Each of a two-headed troll's heads has its own brain which controls one arm, but both can move the legs.
2081* NonHumanHumanoidHybrid: Trolls and ettins do not normally seek one another as mates, but this pairing is the source of the original two-headed trolls.
2082
2083!!Nightwood Guardian
2084->'''Level:''' 9
2085->'''Size:''' Large
2086----
2087* DayHurtsDarkAdjustedEyes: Nightwood guardians absolutely loathe light, which dazzles their eyes but do not harm them.
2088* ForestRanger: Nightwood guardians patrol the nightwoods on the Plane of Wood to ensure they remain in perpetual shadow, and care little for the excuses of anyone else—intruders or residents.
2089* {{Transflormation}}: Wounds inflicted on a nightwood guardian turn their flesh to wood.
2090
2091!!Mountain Troll
2092[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/mountain_troll.png]]
2093->'''Level:''' 14
2094->'''Alignment:''' ChaoticNeutral
2095->'''Size:''' Huge
2096----
2097* TokenHeroicOrc: Technically they're ChaoticNeutral, but they're the only race of trolls who aren't [[AlwaysChaoticEvil complete bastards]] by default.
2098
2099!!Jotund Troll
2100->'''Level:''' 15
2101->'''Size:''' Huge
2102----
2103* MultipleHeadCase: The main thing distinguishing them from other trolls is their nine heads, which usually act in concert but also tend to bicker and fight over who gets to taste the meals they eat.
2104* {{Mutants}}: Jotund trolls are speculated to arise when regular trolls are exposed to intense mutagenic influences, a theory supported by the fact that most of their kind live in either the magically twisted Mana Wastes and the irradiated badlands of Numeria, both areas home to large populations of mutated creatures. In 2nd Edition, they have the Mutant trait.
2105[[/folder]]
2106
2107[[folder:Abysogh]]
2108->'''Level:''' 15
2109->'''Alignment:''' ChaoticEvil
2110->'''Size:''' Gargantuan
2111
2112Legends tell of a small cult of foolish storm giants who dug around the Pit of Gormuz in a misguided attempt to free lost Ranginori, and struck a flow of horrific blood from Rovagug or one of his spawn. Contaminated by the blood, the cultists emerged as horribly mutated creatures of hate and destruction. Nearly unstoppable in their mindless rage, they now live only to slaughter and destroy. Their stats can be found in ''Giantslayer: Shadow of the Storm Tyrant'' or online [[https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Abysogh here]].
2113----
2114* AchillesHeel: Only electricity can momentarily snap them out of their endless rage and remind them of what they lost so long ago, allowing them to recover enough of their mortality to die.
2115* BizarreAlienSenses: They're completely blind, but their globular eyes have adapted to be acutely sensitive to low frequency vibrations. These minute air movements ripple across the surface of their eyes, allowing them to "see" as clearly as any creature.
2116* DontWakeTheSleeper: For all of an abysogh’s strength and fury, its body can only sustain an active, destructive state for a few weeks or months at a time. Toward the end of an abysogh’s rampage, the giant becomes sluggish and weary, and starts looking for a place to rest. Once it finds a suitable place, it may remain dormant for decades, or even centuries. Rumors of a sleeping abysogh may attract followers of Rovagug to seek out its lair in order to awaken the giant, as well as giantslayers and followers of Sarenrae who wish to thwart the cultists’ plans and slay the abysogh before it awakens.
2117* DyingRace: Since abysoghs cannot abide others of their kind, they never reproduce and will eventually go extinct.
2118* HatesEveryoneEqually: Like their god [[OmnicidalManiac Rovagug]], they hate everybody equally, including other abysoghs.
2119* HealingFactor: They have the incredibly powerful regeneration ability, a healing factor so potent they simply cannot die unless their body is entirely obliterated or their AchillesHeel is used against them.
2120* SuperStrength: They have a Strength score of ''45''. Ability scores typically cap out at 30, making them ludicrously strong by any standard. For context, this means they're stronger than Tarrasque, some {{Kaiju}}, and three-fourths of the HorsemenOfTheApocalypse.
2121[[/folder]]
2122
2123[[folder:Aigamuxa]]
2124->'''Level:''' 8
2125->'''Alignment:''' ChaoticEvil
2126->'''Size:''' Large
2127----
2128* EyesDoNotBelongThere: Aigamuxas have smooth hollows where their eyes should be; their eyes are actually embedded in the soles of their feet.
2129[[/folder]]
2130
2131[[folder:Athach]]
2132[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_athach.png]]
2133->'''Level:''' 12
2134->'''Alignment:''' ChaoticEvil
2135->'''Size:''' Huge
2136
2137Vile and murderous giants with a third arm. Their tropes can be found in ''Bestiary 2'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/athach/ here]].
2138----
2139* ForTheEvulz: An athach lives to bring misery, ruin and terror to weaker creatures simply for sheer entertainment.
2140* MultiArmedAndDangerous: A gangly third arm extends from one of the athach's armpits.
2141[[/folder]]
2142
2143[[folder:Berberoka]]
2144->'''Level:''' 15
2145->'''Alignment:''' NeutralEvil
2146->'''Size:''' Huge
2147----
2148* ThatsNoMoon: A berberoka's mottled backside grants them natural camouflage that allows them to hide in plain sight. Berberokas tend to disguise themselves as rock formations while they lie in wait for passersby.
2149* WhyDidItHaveToBeSnakes: Berberokas are kabourophobic, so many folktales suggest bringing a crab should one suspects a berberoka nearby. If no crab is available, clicking one's tongue or snapping one's fingers might suffice.
2150[[/folder]]
2151
2152[[folder:Cyclops]]
2153->'''Level:''' 5 (common), 7 (oracular), 9 (kabandha) 12 (great)
2154->'''Alignment:''' NeutralEvil (common, oracular), ChaoticEvil (great), LawfulNeutral (kabandha)
2155->'''Size:''' Large (common, kabandha, oracular), huge (great)
2156
2157In the time after [[ApocalypseHow Earthfall]], the {{Cyclops}} empire of Gol-Ghan did battle with the magically adept human empire of [[AdvancedAncientHumans Shory]]. The creatures' tremendous and uncontrollable hunger proved their downfall, as they slowly drained their lands of resources and had to scrabble to survive, leaving their holdings undefended from Shory attacks. Their empire faded into legend and now they live on as desperate, disparate brutes.
2158----
2159* AlwaysChaoticEvil: {{Subverted}}. In the Inner Sea region, cyclopes are almost entirely evil brutes, but in the islands of Iblydos they coexist in harmony with the human city states as prophets and oracles.
2160* CharlesAtlasSuperpower: In a sense. The cyclopes' [[AwesomenessByAnalysis "Flash of Insight"]] ability is said to come simply from their [[SuperSenses impossibly good sight]].
2161* ClassicalCyclops: Cyclopes are barbaric giants distinguished by their single eye, ravenous hunger, having once been a might civilization that long since collapsed, and lingering ties with the Ancient Greece FantasyCounterpartCulture of Iblydos.
2162* DyingRace: Cyclopes are slowly but surely dying out, as their intense hunger makes it extremely difficult for their communities to sustain themselves and more and more become feral and bestial great cyclopes with every passing year.
2163* FormerlySapientSpecies: The cyclopes are in the process of becoming this. In the past, they were highly civilized and ruled a number of powerful empires. However, their intense hunger proved too taxing on resources to sustain and these civilizations all collapsed, leaving cyclops-kind a collection of primitive tribes. Modern cyclopes are stuck as scattered primitives, as they drain too many resources to be able to form more than small, nomadic tribes, and most live in pairs or alone, and are often driven to surrender entirely to their hunger, giving up on civilization and living as solitary hunters. The ultimate end of this process is transformation into great cyclopes, hulking brutes with no trace of higher intellect or culture, who live alone in the wilderness as little more than tool-using beasts. The number of feral and great cyclopes is constantly on the rise, while civilized cyclopes are fewer and fewer, and the species seems largely doomed to fully descending into animalism.
2164* GeniusBruiser: The cyclopes of Ghol-Gan were quite gifted artificers, not unlike the Shory.
2165* HorrorHunger: More pronounced than in other evil giants, because cyclopes are intelligent enough to realize how much their constant ravenous hunger holds them back.
2166[[/folder]]
2167
2168[[folder:Ettin]]
2169->'''Level:''' 6
2170->'''Alignment:''' ChaoticEvil
2171->'''Size:''' Large
2172----
2173* DualWielding: An ettin fights with a flail or javelin on both hands, and is especially proficient with this because each head controls an arm.
2174* MultipleHeadCase: An ettin has two heads, each controlling a half of the body.
2175* ThePigPen: Ettins never bathe and are always extremely dirty and grimy.
2176[[/folder]]
2177
2178[[folder:Firbolg]]
2179->'''Level:''' 4
2180->'''Alignment:''' TrueNeutral
2181->'''Size:''' Large
2182----
2183* HiddenElfVillage: Firbolgs distrust most other humanoids except elves, and dwell only in remote places far from civilisation, amidst fey and spirits of nature.
2184[[/folder]]
2185
2186[[folder:Gegenees]]
2187->'''Level:''' 16
2188->'''Alignment:''' ChaoticNeutral
2189->'''Size:''' Huge
2190----
2191* DisabilitySuperpower: A gegenees clan's three oldest and most revered women, known as venerable mothers, pluck out their eyes to prove their devotion to the clan, and develop powerful abilities in exchange for their loss of sight.
2192* DoesNotLikeMagic: Gegenees distrust arcane spellcasters, and expel those with innate sorcerous talents from their clans.
2193* MultiArmedAndDangerous: Gegenees have six arms each.
2194[[/folder]]
2195
2196[[folder:Guiltgorger]]
2197[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_guiltgorger_giant.PNG]]
2198->'''Level:''' 8 (normal), 14 (Worldgorger)
2199->'''Alignment:''' ChaoticEvil
2200->'''Size:''' Huge (normal), Gargantuan (Worldgorger)
2201
2202Ravenous giants spawned from the spilt blood of Rovagug. Seeing their aberrance, the gods chained them to a frozen slab of Rovagug's blood and imprisoned them in the underworld cavern of Myrkos. While most went mad, some were set loose and retained their power.
2203
2204Their 3.5 stats can be found in ''Clash of the Kingslayers''.
2205----
2206* BreathWeapon: Their baleful Discharge lets them spray a large cone of negative energy from their mouths, though this also causes them to vomit up any creatures they had swallowed.
2207* HorrorHunger: Guiltgorgers were always hungry and gluttonous, but their imprisonment changed their stomach into portals of negative energy. This energy constantly pains them, and only by devouring living creatures to temporarily absorb it can they find a temporary relief.
2208* KnowWhenToFoldEm: Extraplanar, ageless, and in constant incredible pain, guiltgorgers are usually reckless fighters but will cut and run if a foe deals sixty points of damage (about 1/3rd of their health) in one attack.
2209* JustEatHim: Their first action in combat is always to eat any creature they can, activating their healing and allowing them to use their Baleful Discharge. They can hold an infinite amount of creatures in their stomachs due to their nature as a portal, so there's no limit to how much they can do it either.
2210* LargeAndInCharge: Worldgorgers are the strongest and largest of guiltgorgers.
2211* LeanAndMean: They're all incredibly thin, as their hunger can never truly fill their bellies.
2212* MonstrousCannibalism: Worldgorgers are nearly as strong as all guiltgorgers once were, maintaining their power by eating their own fellow guiltgorgers in their prison.
2213* ReligiousBruiser: While guiltgorgers favor levels in barbarian, worldgorgers prefer to become clerics of Rovagug.
2214* SealedEvilInACan: The majority of them are still imprisoned, though some have been freed through the actions of gods, fiends, or even their own power.
2215* SummonMagic: One who knows of them can summon a guiltgorger with ''summon monster VIII''.
2216[[/folder]]
2217
2218[[folder:Inverted Giant]]
2219->'''Level:''' 11
2220->'''Alignment:''' ChaoticEvil
2221->'''Size:''' Huge
2222
2223Giants who failed their Thassilonian masters and were turned inside-out as punishment, left to lead a tortured existence of pain and servitude. Their stats can be found in ''Lost Kingdoms'' or online [[https://www.d20pfsrd.com/bestiary/monster-listings/humanoids/giants/giant-true/giant-inverted/ here]].
2224----
2225* BodyHorror: Again, they were turned ''inside out'' and kept alive.
2226[[/folder]]
2227
2228[[folder:Ogre]]
2229->'''Level:''' 3
2230->'''Alignment:''' ChaoticEvil
2231->'''Size:''' Large
2232
2233[[AxCrazy Cruel]], [[IAmAHumanitarian cannibalistic]] [[TheBrute brutes]] with the [[DumbMuscle intellect of cold porridge]]. So far, so standard, but ''Pathfinder''[='=]s ogres take things a bit of an extreme, being the living incarnation of HillbillyHorrors.
2234----
2235* DarkerAndEdgier: Than most incarnations. ''Pathfinder'' as a whole has a more adult bent than more mainstream fantasy, but ogres are one of the places where Paizo went whole hog, with incest, rape, and abuse being a huge part of their interpretation of the ogre.
2236* EvenEvilHasStandards: Ogres are so depraved, so brutish and so destructive that even other species of otherwise brutal monsters, like hill giants and trolls, hate them.
2237* HillbillyIncest: Ogres are based on a particularly monstrous and savage take on the theme of depraved {{cannibal|Clan}} hillbillies, complete with crude slang from the US South and a taste for banjos. They are also infamous for their incestuous practices, which often result in ogre clans being riddled with deformities, birth defects and congenital disabilities.
2238* OurOgresAreHungrier: Pretty bog standard, as ogres go -- big, hulking, stupid and vicious man-eaters. [[DarkerAndEdgier Except for all the rape...]]
2239* PsychopathicManchild: And unlike [[LaughablyEvil goblins]], there is nothing amusing about their antics.
2240* RapeIsASpecialKindOfEvil: To say that ogres are rarely either attractive or particularly likable is an understatement if there ever was one. That said, [[HalfHumanHybrid ogrekin]] are ''terrifyingly'' common.
2241
2242!!Merrow
2243->'''Level:''' 3 (freshwater), 6 (saltwater)
2244->'''Alignment:''' ChaoticEvil
2245->'''Size:''' Large (freshwater), Huge (saltwater)
2246
2247Merrows are an aquatic variant of ogres and look and behave much like their terrestrial counterparts, although saltwater merrows can grow far bigger than ogres.
2248----
2249* AmazingTechnicolorPopulation: They typically have blue or green skin.
2250* CallAPegasusAHippogriff: In Irish folklore, from where the term originates, "merrow" is for all intents and purposes a synonym for "merman" or "mermaid". In ''Pathfinder'', much like in ''Dungeons & Dragons'' where this particular monster originates, it's instead used for amphibious ogres.
2251* FishPeople: Downplayed, especially compared to species like the deep ones, skum and sahuagin with which they share the oceans, but there are definite piscine elements in the merrows' design, chiefly their green and often scaled skin and their webbed and clawed hands and feet.
2252
2253!!Ogrekin
2254->'''Level:''' Same as base creature + 1
2255->'''Alignment:''' Evil
2256->'''Size:''' Medium
2257
2258The hideous, malformed progeny of ogres and their victims.
2259----
2260* ChildByRape: Inevitably, ogrekin are born as a result of ogres raping members of other humanoid species.
2261* NonHumanHumanoidHybrid: Ogrekin are the results of unfortunate unions between an ogre and another humanoid.
2262[[/folder]]
2263
2264[[folder:Papinijuwari]]
2265->'''Level:''' 13
2266->'''Alignment:''' NeutralEvil
2267->'''Size:''' Huge
2268
2269Hideous, one-eyed giants distantly related to cloud giants, known for their affinity for disease and ability to fly by clutching flaming torches.
2270----
2271* {{Cyclops}}: While not true cyclopes, papinijuwari have a single, milky-white eye staring from the middle of their foreheads.
2272* {{Flight}}: At night, papinijuwaris can fly through the sky by clutching torches -- any torch will do, as the giant's magic will prevent it from going out mid-flight -- appearing as shooting stars from the ground.
2273* LifeDrain: Papinijuwaris can recover health by sucking it out of creatures suffering from disease.
2274* PlagueMaster: Papinijuwaris can sense the presence of disease in other creatures, and can feed parasitically from the life force of those affect by disease.
2275[[/folder]]
2276
2277[[folder:Thawn]]
2278[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/pathfinder_thawn.jpg]]
2279->'''Level:''' 2
2280->'''Alignment:''' ChaoticEvil
2281->'''Size:''' Large
2282
2283Grotesque nomads native to wretched plains and barren hills, thawns are ogre-like creatures that bear fold upon fold of sagging, excess flesh and have long claws for fingers.
2284----
2285* BoomerangBigot: Thawns are incredibly self loathing about their appearances. Other creatures find them ugly, but only thawns are disgusted to the point of physical ailment by their appearances. Some scholars claim this is because they once looked like something different and were cursed into their present forms, but the lack of records kept by the thrawn make this nothing but conjecture.
2286* CombatPragmatist: They disdain anything like a fair fight, using ambushes, traps, and every dirty trick they can think of.
2287* EvenEvilHasStandards: Even ogres revile thawns as mindless killers and bogeymen, attacking and slaying them on sight. ''Ogres'', the ones who are usually on the receiving end of this.
2288* TheGrotesque: Averted, much to the misfortune of anyone who makes this mistake. The poor souls who assume they were cast out for their appearances and take pity on them rarely live to regret their charity as a thawn's true disposition shines.
2289* InSeriesNickname: Often called "mud giants" despite not actually being true giants.
2290* InTheHood: Their common apparel, as it helps hide their faces in case they encounter a reflection.
2291* ItCanThink: In the words of the developers, the thawn is a great antidote to the player who thinks they're the only one who can be sneaky. Their whole battle strategy revolves around hunting through deception, tricking casters into wasting spells on fake enemies and preying on those who split off to rest or scout.
2292* MundaneUtility: A rather disgusting example, thawns will often use the folds of their skin as pockets.
2293* RedRightHand: Thawns are utterly grotesque and have personalities to match. Their skins is mud colored and sagging, their hair grows only in irregular greasy tufts, and their mouths droop with distorted tooth-laden gums, complimenting cruel and sadistic personalities.
2294* SleepingDummy: Thawns use the same basic tactic to set up ambushes, creating decoys out of mud, stones, and animal carcasses. Travelers will see the decoy thawn from a distance and change their course to avoid them, only to end up wandering into the true trap.
2295* TeethClenchedTeamwork: A thrawn's hatred for the appearance of their own kind makes it ahrd for them to get along, though they travel in groups most of the time. They're also rather selfish, tending entirely to their needs and leaving others to care for themselves. Its to the point that they often wander away or join new groups without any of the involved parties even noticing the change.
2296* TryAndFollow: Their utter lack of standards lead them to lair in places they know no sane creature would go, willingly making their homes in filth-choked pools, muddy ravines, rotting bogs, and even worse places.
2297* WalkingTheEarth: Mostly out of indifference, as one leaky cave or muddy gulch is as good as any other. As a result they have no sentimentality to a home and think nothing of stripping it of any food sources or amenities, forcing them to move on even sooner once they've despoiled it.
2298* WolverineClaws: Their fingers end in foot-long claws they use as weapons.
2299* WorthlessYellowRocks: They don't care about traditionally valued materials, in part because the shining surfaces of metal or precious stones risk showing them their reflection.
2300[[/folder]]
2301
2302[[folder:Troggle]]
2303->'''Level:''' 4
2304->'''Alignment:''' ChaoticEvil
2305->'''Size:''' Large
2306
2307These dim-witted creatures are a mongrel cross between a troll and an ogre, combining the worst features of each.
2308----
2309* HybridMonster: Of interbreeding between trolls and ogres.
2310* KillOnSight: Trolls utterly loathe troggles, a hatred only eclipsed by their anger at the ogres that created them in the first place. Trolls will immediately kill any troggles that come to their attention, then band together to utterly destroy whatever ogre clan had them in the first place.
2311[[/folder]]
2312
2313[[folder:Ved]]
2314->'''Level:''' 5
2315->'''Alignment:''' NeutralEvil
2316->'''Size:''' Large
2317----
2318* BreathWeapon: Veds' enormous lung capacity allow them to exhale air in a mighty blast, extinguishing small fires and knocking prone any who stand before them.
2319[[/folder]]

Top