An all purpose category for creatures that don't belong to any natural ecosystem, even on another plane.
- Always Chaotic Evil: Played straight for the vast majority of them.
- Bizarre Alien Biology: Integral. They're resistant or immune to critical hits because their forms are so alien attackers don't know what to aim for.
- Bizarre Alien Psychology: Almost of them have very strange and hostile attitudes.
- Black Speech: If an aberration can speak, they probably know Aklo.
- Evil vs. Evil: Very few of these Always Chaotic Evil squamous things get along with each other.
- No-Sell: They are all immune to acid, for some reason.
Major Groups of Aberrations
- Abusive Precursors: They didn't hesitate to try to wipe out a species for disobeying them.
- Animalistic Abomination: They look like big, tentacled fish. They are also an entire species of borderline-incomprehensible Eldritch Abominations.
- Even Evil Has Standards: According to the second dictum of the alghollthu people, an alghollthu is to control and they do not tolerate slavery of their own kind. Members of the Fifth Dictum, a group of veiled masters that secretly bred a race of alghollthu slaves known as enisysians, rightfully fear that, if their existence is revealed, their kind would quickly turn against them.
- Body Horror: Aboleths can inflict mutations on other creatures that force them to me aquatic, making them more suitable slaves and less able to escape as dry land becomes lethal to them.
- Eviler Than Thou: The aboleths showed the serpentfolk exactly what they thought of upstarts like them.
- Evil vs. Evil: They've been enemies of the krakens for as long as the two species have been aware of each other — they're both obsessed with obtaining sole rule and control over all other species, especially sea-based ones, which has resulted in numerous violent conflicts between the two factions of sea monsters throughout their long histories.
- Genetic Memory: They possess one that stretches back farther than even the gods can comprehend.
- Hoist by His Own Petard: The Earthfall turned out to be much more devastating than they expected, and ended up wrecking their empire along with the Azlanti's.
- Jerk with a Heart of Jerk: While they did help humans rise out of barbarism and make the empire of Azlanti, it was done entirely for self-serving reasons. And once the humans proved to difficult to control they made a giant asteroid fall and destroy Azlanti.
- Mind Rape: ''Do not'' let them capture you alive.
- Organic Technology: They can mutate just about any lifeform to suit their needs.
- Underwater City: Aboleths dwell in grotesque cities in the depths of the sea.
- Where I Was Born and Razed: The algollthu fled and destroyed their own homeworld when their slave races rebelled against them.
A sub-breed of aboleths whose very existence is a secret to all but a small group of veiled masters. They serve as symbiotes to their veiled master creators, granting them greater strength in mental attacks and the ability influence other aboleths in exchange for protection.
- Slave Race: Enisysians have been bred to be subservient to their masters for thousands of years.
The baseline alghollthu species.
Thalassic architects were originally created as mere physical laborers, but the evolution of their powers and their vital role in the creation of the intricate cities the aboleths prize saw them rise in status despite their relatively brutish intellects.
Living psionic weapons platforms, plizeazoths shatter the minds of other species in order to shape them into more suitable slaves.
- Dumb Muscle: The plizeazoth are a strong and brutish alghollthu subspecies that rely more on their primal instincts than intelligence.
- Extra Eyes: A plizeazoth has five ruby-red eyes, each capable of moving on its own.
- Henchmen Race: Many plizeazoths do not comprehend the true power they have, long ago bred into a life of subservience to the veiled masters.
- Laser-Guided Amnesia: Even their victims recall only their pain and suffering, with at best foggy recollections of their tormentors; the emotional and psychic scars left on their minds scour away all memory of the plizeazoths.
- Torture Technician: The first plizeazoths were bred for the purpose of dealing pain to humanoid victims. They are skilled at using emotion, hallucination, and pain to their advantage.
The closest thing to a ruling caste in aboleth society. In the modern day they scheme and plot to reclaim the world they perceive as rightfully theirs.
- Charm Person: Shows up on their standard sorcerer spell list, because God knows these things didn't have enough mind control abilities already.
- The Chessmaster: Villainous masterminds even by the standards of other aboleths.
- Extra Eyes: Six total.
- Human Disguise: Can take any Small or Medium form, but typically masquerade as humanoids because those are the people they're best at manipulating.
- Laser-Guided Amnesia: Can drain memories with a bite.
- The Man Behind the Man: Behind Azlant, behind many of the aboleths. They're not the overlords of the alghollthu, but they hold a key position in the power structure.
- Manchurian Agent: Even freeing someone from veiled master domination isn't a guarantee that they'll be safe — their delayed suggestion ability means that as soon as someone is freed, they'll be hit by a suggestion effect.
- Mind Manipulation: They can't just use mind-control effects, they can spam them — dominate person and hypnotic pattern at will, three uses of mass suggestion and dominate monster per day, and that's not counting their sorcerer spells.
Living communication hubs capable of forming complex telepathic networks to transmit information and orders.
- Demonic Possession: Omnipaths can possess their victims and ride within them to watch the surface world.
- Knowledge Broker: Omnipaths serve as information hubs between the alghollthu. Using their special ability to establish a network of minds throughout the Darklands and oceans, omnipaths allow other alghollthu and their mind slaves to orchestrate their nefarious plans.
- Nested Mouths: An omnipath has three teeth-filled jaws nestled within each other. If you're unlucky, you'll get bitten by all three in quick succession.
- Photographic Memory: Omnipaths possess a keen intellect and recall everything they (and those within the mesh) experience.
- Psychic Link: Omnipaths can establish a network of minds and communicate with all creatures in its telepathic mesh simultaneously. An omnipath can use the senses of all creatures within its mesh, and any creature that would harm one of the creatures in the mesh immediately becomes known to all other beings the omnipath is mentally linked to.
- Psychic Powers: Omnipaths' primary powers are in their minds, and they pursue psychic magic.
- Evil vs. Evil: The Dominion does not like the Great Old Ones, and they're likewise been in conflict with the mi-go for millennia or more.
- Living Ship: The Dominion's ships tend to be vast, horrific living things in their own right — their hulks don't corrode so much as rot.
- Omnicidal Maniac: As far as anyone can tell, the Dominion views the concept of annihilation as a sacred process, returning all that is to the Dark Tapestry (read here: empty space).
- Organic Technology: The Dominion makes extensive use of biotech, to the point that it's unclear if there's even a difference between their tech and themselves. The neh-thalggu in particular are masters of it.
Crab-like creatures from space that can eat nearly anything.
The Dominion's scouts, capable of collecting and transmitting memories.
- The Hedonist: They're incapable of emotion or physical pleasure in their own bodies, so they indulge grotesquely while wearing another.
- Kill and Replace: After devouring the brains of their victims, they physically crawl into the newly empty space and take over the body for themselves.
- Psychic Powers: They're telepathic.
- Stupidity-Inducing Attack: They like to confuse their enemies.
- Turned Against Their Masters: They were created by a living planetoid to protect it against external threats, including the creatures that had settled on it over time. The intellect devourers only figured this out when, after having wiped out all other living things on their world, they burrowed into its crust and discovered the planetoid's own enormous brain... which they then devoured, afterwards taking control of the corpse of their parent world.
One of the most prominent representatives of the collective of alien, flesh molded species known as the Dominion of the Black, brain collectors, known more properly as the neh-thalggu, are living supercomputers who, as their common name suggests, harvest the brains of sentient beings to augment their own.
- Alien Invasion: Not yet, but ones encountered on Golarion are agents of the Dominion prepping for a possible one if that becomes necessary.
- And I Must Scream: The brains are still conscious and think independently. The collectors don't care.
- Giant Enemy Crab: They look like giant, oblong crab... things.
Monsters bred by one of the subsidiary empires of the Dominion of the Black.
Their stats can be found in The Dragon's Demand, Bestiary 5, or online here.
Millennia ago, chyzaedu formed a brutal empire that subjugated several planets, and their voracious appetites stripped their conquered worlds of flora and fauna. This empire collapsed when a freak black hole swallowed their homeworld, possibly engineered by the Dominion of the Black. The survivors saw this as a divine sign and became zealots of oblivion, integrating into the Dominion as a priestly caste.
Intellect devourers evolved through consumption of the midnight milk drug.
A neh-thalggu that's grown old enough and absorbed enough memories undergoes a metamorphosis into a yah-thelgaad.
When a creature is subjected to large-scale fleshwarping, they become a kind hideous monster depending on their species.
- Body Horror: Fleshwarps are creatures mutated so far from their original forms they're no longer considered even the same creature type.
Slug-like and incredibly stupid creatures resulting from fleshwarped humans.
Twice-cursed creatures resulting from vegepygmy infection and fleshwarping.
Drow that have been magically fused with spiders through the process of drow fleshwarping.
- Bizarre Sexual Dimorphism: Female driders' upper bodies look just like their drow bodies, and their lower bodies resemble black widows and other slender spiders. Males, however... their upper bodies are mostly normal, except for their faces — they have mandibles instead of mouths. Males' lower bodies also resemble bulkier, hairier tarantulas.
- Cursed with Awesome: If they can escape their drow masters and claim their freedom, they get to enjoy an impressively powerful body.
- Our Centaurs Are Different: A spider's lower body and a dark elf's torso and head (with the head having strongly arachnid features in the males).
- Spider People: Females are a fairly standard take on this trope, being centaurine beings with a humanoid drow body above a spider's lower body. Males are spiderlike in their upper bodies too, however: their faces are distinctly arachnoid, with spider mandibles and multiple eyes. They're also an artificial race made by fusing a drow and a spider, although unlike other fleshwarps they can breed true, and have established self-sustaining populations in the Darklands.
- Superhuman Trafficking: Many driders are created from drow as a punishment — earned or not, drow being drow — and promptly enslaved.
Fleshwarped elves who resemble trees made of flesh and bone.
When troglodytes are fleshwarped they become savage reptilian creatures, possibly regressing to a previous step in their evolutionary ladder.
Extraterrestrial monsters concerned only with consumption and expansion.
- No-Sell: They're all immune to acid.
Hive Larva Swarm
The first stage in the life cycle of any hive creature.
Guards, scouts, and soldiers for the hive.
- Monstrous Mandibles: A hive warrior's Rending Mandibles ability adds extra damage to their bite attacks equal to the target's armor.
- Super Spit: They can spit globs of acid that cling to foes and eat away at them for several rounds.
- Xenomorph Xerox: The most obvious out of all the hive creatures. They hit all of the appearance stereotypes with some extra Tyranid aesthetics, spit acid, and hunt prey from the shadows rather than attacking directly.
Hive-corrupted creatures that fall into the role of beast of burden or warbeast alongside their pure-bred brethren.
The apex of hive creatures. Typically dormant and concerned only with laying eggs, a hive queen roused to anger is an engine of destruction.
- Precursors: During the Age of Serpents, nagas once ruled Vudra until their empire suddenly crumbled and humans replaced them as the subcontinent's dominant race.
- Reptiles Are Abhorrent: Averted more than not. Dark and Spirit Nagas play this straight, while Lunar, Royal, Water and especially Guardian Nagas avert it completely.
- Snake People: To various degrees. The most anthropomorphic lunar naga has a whole human head, neck and shoulders on a snake's body, while the royal naga only has human-like faces on snake heads.
Patient watchers of the sky who feel a tie to cosmology and astrology.
Solitary creatures who act more like snakes than other nagas, preferring to be left alone in their lairs.
Greedy and power hungry, dark nagas seek to dominate other creatures.
Inhabitants of the Dimension of Dreams, dream nagas work to alter the destiny of the multiverse.
Wretched creatures who prey on the weak and dejected.
Morbid and hateful, spirit nagas are outcasts among their own kind for their dark powers and evil ways.
Dutiful protectors of power and sanctity.
- Bald of Awesome: A guardian naga has the head of a bald human, and their alignment is Lawful Good.
- Token Good Teammate: They are the only race of nagas who are good by default.
Regal and proud, royal nagas guard ancient treasures and forgotten kingdoms for reasons known only to them.
Creatures mutated by radiation, arcane energies, or other influences. This template can be applied to any creature that is both living and corporeal, changing their type to aberration.
Through the use of runewarping, powerful mages created horribly twisted creatures from their slaves and prisoners. These creators valued ability over aesthetics, so runewarped creatures were transformed by powerful magic into horrid mockeries of their previous forms. Runewarped creatures seek out sources of magic to consume, trying in vain to complete their transformation. This template can be applied to any humanoid, monstrous humanoid, or animal, changing its type to aberration.
The larval form of the lurking ray.
The male adult form of the lurking ray.
The female adult form of the lurking ray.
- More Deadly Than the Male: The females of this species have one more CR than the males.
A grindylow is what you'd get if you made a mermaid out of a goblin and an octopus.
Niche predators who drop onto prey from above.
Eel-like parasites that desperately seek spellcasting hosts.
Pests who feed on grime and filth.
Predators from the ruined Diaspora, falling to Golarion amid meteor showers.
- Spawn Broodling: Akatas reproduce by implanting their parasitoid larvae in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.
Bogwiggles are the stunted, degenerate spawn of boggard priest-kings - these are the young who survived their meals of poisonous dragonflies, but failed to develop properly.
Subterranean pack hunters who bring down prey through numbers.
- Zerg Rush: Their favored and pretty much only tactic.
Incomplete sinspawn who serve their fully formed brethren as attack dogs.
Noble and kind messengers from the depths of space, the Flumphs risk everything to ensure that other races across the universe understand the threat of the Dominion of the Black and are prepared to fight it.
- The Cassandra: Their peculiar appearance and origins make their quest considerably more difficult.
- Creepy Good: They are aberrations from the most distant reaches of space — something that in Pathfinder breeds little but mind-breaking horrors — who resemble acid-dripping flying jellyfish... and are also Always Lawful Good, genuinely helpful beings who want nothing but the best for regular, planet-bound people.
Serpents with goblinoid intelligence and attitude.
High-end aquatic predators that fill the ecological niche of sharks in many regions.
- Mix-and-Match Critters: A reefclaw resembles a lobster in the front and an eel in the back.
Subterranean predators who hunt the weak or isolated.
Nautiloids capable of puppeteering dead bodies.
Sin made flesh through the magics of ancient Thassilon. The original sinspawn were created by the Runelord of Wrath Alaznist, combining demonic fleshwarping techniques with her own alchemical knowledge and stolen secrets of the aboleth to combine human test subjects with demons, undersea horrors, and even more alien creatures. The successful subjects were then fed to her runewells, which unmade them and imprinted the "blueprints" to remake them by the hundreds.
- The Ageless: Played with. Sinspawn have no upper limit on their lifespans when sustained by the latent sin energy around a runewell and could theoretically life forever. But if they get too far away from such an energy source, the sin energy that powers them begins leaking away and they die after a roughly human lifespan.
- Always a Bigger Fish: In the day of Thassilon, rune giants were the handlers and commanders of sinspawn. This left such an impression that all sinspawn feel the need to defer to all giants, an impulse that baffles giants and sinspawn alike as few on either side know its origin.
- Aquatic Mook: There exist aquatic versions of sinspawn for naval combat. The most common versions are wrathspawn, envyspawn and lustspawn, as all come from nations that had coastal borders.
- Axe-Crazy: Most sinspawn due to their sinful drives, but wrathspawn in particular. It was bad enough that Thassilonian commanders had to regularly supply them with slaves on which to vent their rage during times of peace, lest they turn on each other or their allies.
- Barbie Doll Anatomy: All but lustspawn, who tend to gloat about this to the other sinspawn breeds.
- Blood Magic: If a runewell is charged with enough sinful energy, it can be made to manifest sinspawn by feeding it with blood.
- Brilliant, but Lazy: With their physical might, intelligence, and limitless lifespans, sinspawn could make themselves a force to be reckoned with. Instead the sins that fuel them hamstring their attempts to make anything of themselves, leaving them hiding in forgotten ruins as they squabble among themselves and feed their sinful appetites.
- Elite Mooks: They were created as shock troops for Thassilonian forces.
- Evil Is Sterile: Sinspawn are too preoccupied with their driving sins to create or develop. Literally true in the case of lustspawn, who are the only sinspawn with the necessary "equipment" to have sex but are incapable of reproducing.
- Fat Bastard: Gluttonspawn, due to their habit of gorging themselves on anything they can get.
- The Gambler: Greedspawn enjoy the practice, as it promises easy wealth. That isn't tp say they gamble themselves, but they appreciate the accumulation of wealth it grants the house.
- Human Resources: The runewells that create sinspawn must be charged with the energy of souls tainted by the same sin, and a sinspawn's bite can infect others with their core sin. They exploit this by capturing creatures and using their bites to contaminate them before killing them, essentially harvesting their now sin-infected souls to create more sinspawn.
- Interplay of Sex and Violence: Lustspawn are the only sinspawn to engage in sexual activity, but their still-present viciousness means that such activities usually end up involving sadistic bloodlettings and other perversities.
- The Last Stand: Few sinspawn are truly brave and will usually favor their own survival over fighting to the deathnote . But if it seems their runewell is threatened, sinspawn will fight to the last to protect it.
- Man Bites Man: All sinspawn have a fanged mouth that's perfect for biting. This is actually their most feared weapon, as one good bite can hamstring a foe with wrath, lust, sloth, or any other sin, making them helpless at best and an outright threat to their allies at worst.
- Monstrous Mandibles: Their most notable facial feature is how their lower jaw splits into two fanged mandibles.
- The Nose Knows: All sinspawn are driven by a specific sin and they can smell this sin in others.
- Religious Bruiser: Some sinspawn copy the rituals of devotion to various gods they saw their masters perform in Thassilon, though few truly understand their meanings. More common is worship of Lamashtu or Rovagug, though some will worship various demon lords. Slothspawn are actually the most fervently religious, as they can take comfort in ritual and stricture rather than having to put in the effort to make their own choices.
- Seven Deadly Sins: Each sinspawn is attributed with one particular sin that governs the affects of their bite and general appearance.
- Sitcom Arch-Nemesis: All breeds of sinspawn dislike all other breeds, for a variety of reasons. Pridespawn infuriate envyspawn with their constant preening, gluttonspawn consume resources slothspawn are too indolent to secure, and wrathspawn and greedspawn just utterly loathe each other thanks to the rivalry between their original creators.
- Slave Race: Their whole purpose was as living weapons of war in Alaznist's armies.
- Villain Team-Up: Sinspawn will sometimes ally with kobolds or goblins, but rarely find them useful enough to keep around for the long-term. They will also work with nagas, lamias, and other monstrous creatures, but such alliances usually fail when conflcits arise over who gets what magical loot.
- Villainous Breakdown: Some sinspawn, particularly those with class levels, manage to tempter their sinful desires and gain greater mastery over themselves. There are always limits to this though, and a sinspawn under enough stress will always regress to their true nature.
- Villainous Virtues: Envyspawn have a peculiar devotion to law, though for what reason is anyone's guess.
- Winged Humanoid: The rare aerial sinspawn, which were created with leathery wings. These are usually pridespawn, as their creator felt his minions should soar above his enemies and rivals alike.
- Worthless Yellow Rocks: Sinspawn know what gold is and what purpose it serves, but money is worthless within their own society. Something of practical use against a rival, like a sword or armor, is more valuable to them and any other treasure in their lairs is incidental.
Tiny predators from the Ethereal Plane that feed on thoughts.
Creatures resembling a fusion of spider and human.
Burrowing worm-like creatures with high durability against mundane weapons.
- Made of Iron: They're a CR 3 monster with DR 10 that can only be beaten by magic. That's high enough at that level that only supremely lucky rolls with high damage weapons can get through it if you don't have any magic on you.
Monsters greatly feared not for what they do to people, but what they do to treasure and equipment.
Strange creatures with a mix of traits from many creatures.
- Our Cryptids Are More Mysterious: Based on the Maryland cryptid.
Originally hailing from the nightmare dimension of Leng, urhags revel in sadism despite barely being sentient.
Amorphous creatures halfway between liquid and gas, vampiric mists spend most of their time seeking prey.
Intelligent ambush predators that prefer the taste of humanoid flesh.
- Big Eater: The decapus has an enormous appetite that often drives it to consume whatever food is available.
- Everything's Squishier with Cephalopods: The decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
- I'm a Humanitarian: The decapus is not above cannibalism when other food sources are scarce.
- Offing the Offspring: Male decapodes typically eat their own children if these are not guarded by the female.
- To Serve Man: The decapus favors humanoid flesh over all other food.
Burrowing ambush predators that favor desert environments.
- Antlion Monster: As ambush predators, dust diggers spend the majority of their lives buried beneath the sand, waiting patiently for prey to stumble over their ambush site.
- Expy: Between their art and their ability to make a sinkhole, dust diggers are pretty reminiscent of the sarlaac.
- No Biological Sex: Dust diggers are asexual and reproduce by budding.
Infiltrators created by the aboleths long ago who've since slipped the leash and now wander free to pursue their own desires.
- The Blank: In its natural form, a faceless stalker has no discernible facial features.
When a restless samurai soul fuses with and mutates the body of a crustacean, a heikegani is the result.
An old RPG favorite, mimics can take the form of any number of inanimate objects to lure the careless into their waiting jaws. They were originally creations of the aboleths, but have long since slipped the leash and become an independent menace.
- Bioluminescence Is Cool: Some mimics have a mutation that lets them mimic light of varying colors and brightness. All failed apotheosis mimics gain this mutation as well.
- Bizarre Alien Biology: In their natural forms they combine the qualities of the anglerfish, the rock octopus, and the scorpion: translucent, chitinous plates shift freely around the hulking frame of a distended mass of pale tentacles and eyes, all supported by the strength of a clear, trunk-like pseudopod. Thick gelatin holds the mass together, acting as blood, digestive system, and skin all at once.
- Bizarre Alien Reproduction: Mimics are asexual, and reproduce via spores. When a mimic controls enough food and territory, it undergoes an involuntary internal change called spatter-spawning, laying out a large, thick glue-carpet of spore-rich protoplasm 30 or more feet in diameter. Having marked the walls and floor of a particular cavern or ruin with this stinking graffiti, it departs, never to return. Immature mimics bud out of the whitish glue-carpet, feeing on each other and any animals that are lured to and trapped in the sticky secretion.
- Bizarre Alien Senses: Some mimics have a mutation that makes their entire body into a primitive sensory organ, granting them blindsense.
- Blue and Orange Morality: They are puzzled by human expressions like "pet", "friend" or "love", and often misinterpret the words to mean "food".
- Body Horror: A failed-apotheosis mimics natural form is a shifting weave of spurting tendrils, melting human visages, and tortured organs trapped within a web of alien light and slashing bones. It's so horrible, just looking at it inflicts physical ability damage.
- Chest Monster: Their most classic form. The variations they can take on inanimate objects are theoretically limitless, though the average mimic only has a repertoire of a few dozen favored disguises. A mimic might be found posing as a throne, a statue, a fountain, a massive crystal, a coffin, a tree, a protruding stone doorway complete with doors, a writing desk, a wall, a rocky outcropping, or even a bookshelf stocked with individual books. Although a mimic cannot divide into multiple pieces or actually become a complex mechanical object such as a wagon or functioning ballista, it can easily take the outer shape of such a thing.
- A Day in the Limelight: Mimics are one of the focus monsters in Dungeon Denizens Revisited, which greatly elaborates on their ecology, life cycle, and behaviors.
- Easy Amnesia: The memories of the mimic are as mutable as their forms, and their famous patience is due to this very ability: mimics can discard boring or unpleasant memories as easily as a human throws out moldy bread. Mimics casually edit their minds in this way constantly, and think nothing of removing several weeks' worth of "empty" time spent waiting for a meal to arrive. Consequently, they have a hard time judging things like how long ago an earthquake occurred or a certain creature passed by them.
- Excrement Statement: The slime of a mimic serves to mark their territory and leave messages for other mimics. As they usually live deep underground where there is no weather, such messages tend to last years.
- Genetic Engineering: Sages posit that their abilities, habits, and obsessions are simultaneously too esoteric and too perfectly crafted to have arisen naturally. They're right. Mimics, or multispothols as they were originally called, were created by the aboleths as weapons of subterfuge.
- Genetic Memory: All mimics hold the deep-seated instinctive belief that they can one day become human, although they never actually realize this until they start encountering humans.
- Healing Factor: Some mimics have a mutation that lets their protoplasm regenerate extremely quickly, granting them fast healing 5.
- If I Can't Have You...: Mimics that encounter Azlanti-blooded humans willing to talk to them will soon become fascinated with their new friends, fawning over and praising them. This praise soon turns violent if the human tries to leave, as the mimic would rather see them killed than fall into the clutches of another mimic.
- I Work Alone: The mimic has no understanding of community or companionship, and actively avoids contact with all other beings except within the predator-prey dynamic; even the most clever and manipulative lair-tyrant mimics cannot stand the presence of other beings for more than a few minutes at a time.
- Living Structure Monster: Big enough mimics, usually failed-apotheosis mimics, can pose as entire rooms or even small buildings.
- Man Behind the Man: Lair-tyrants, mimics that have developed past their distaste for other creatures, building lairs and traps while manipulating simple societies to serve them. A lair-tyrant often acts as the secret mastermind behind the sudden expansion of a humanoid tribe, directing them always toward the taking of ever further territory.
- More Teeth than the Osmond Family: A mimic's only consistent feature as it devours foes regardless of its current disguise.
- Morph Weapon: While most mimics simply bludgeon prey with Combat Tentacles, some constantly shift their weapon limbs to form clubs of hardened protoplasm, blade-like claws, or jagged stingers.
- Non-Malicious Monster: They aren't evil, just hungry. They are also as intelligent as most humans and can sometimes be reasoned with (provided you speak Aklo).
- Not Quite F Light: Some mimics learn to sue their amorphous bodies to form crude wings and glide on air currents.
- Pinocchio Syndrome: Mimics that encounter humans enough will find themselves gripped with the strange belief that they can one day become human themselves. Those who become utterly focused on this goal are known as metamorphic-scholars and tend to enact strange experiments on humans in order to understand them and ensure their transformation will be a success.
- Shapeshifting Failure: Mimics who attempt the final transformation to become human instead realize only horror: they become awful parodies of life, composed of aborted human-like limbs and melting faces crashing one over another like an endless wave of corpses. Sages theorize that what the mimic understands in that moment of failure is its true, alien origin, as eternally divorced from humanity as any force or concept could be; this monstrous self-revelation is the only memory a mimic cannot wipe away, and madness consumes them utterly.
- Sticky Situation: All mimics can secrete a sticky coating they use to trap prey that touches them in their disguised forms. For some mimics this glue is also acidic, making it even worse to be stuck to.
- Stomach of Holding: If a mimic wants to carry something, they simply swallow it and keep it in a cavity within their body.
- Twin Desynch: In extremely rare circumstances, multiple plasmoids from the same spawning will all survive to the hunter stage of their life cycle. As they have functionally identical memories, they identify themselves as pieces of the same organism and will drive out any of their number that ends up developing differently.
Creatures that revel in their role as scavenger and garbage disposal.
- Mundane Utility: More than one city keeps otyughs in its sewers as a living waste disposal system.
Living weapons created by ancient wizards, the shriezyx have outlived their creators and now pursue their own cruel whims.
Tentacled ambush predators that rely on potent venom to bring down prey.
The spawn of Ghlaunder, incubated in the body of a willing follower for anywhere between days and decades.
Their stats can be found in Bestiary 5, Feast of Ravenmoor, or online here.
Adaptive telepathic natives of Bretheda, the ninth planet in Golarion's star system.
- Adaptive Ability: Brethedans can adapt their bodies at will, gaining more powerful options as they mature.
- Fusion Dance: They can combine into larger beings that have their own intelligence. Brethedan corporations can be made of hundreds of smaller barathu.
- Living Gasbag: They vaguely resemble something like a giant jellyfish or sea squirt, with no discernible external features save for long, trailing tentacles and filled for the most part with lighter-than gases that allow them to float through the endless skies of their gas giant homeworld.
- Named After Their Planet: While their race is properly named 'barathu', no one on Golarion actually knows that name and in all Pathfinder material they're simply called Brethedans after their homeworld of Bretheda.
- Starfish Aliens: They look like floating, translucent masses of gelatin, with clusters of tentacles trailing from their undersides. They are adapted for living in the endless skies of the gas giant Bretheda, and can modify their own genetic code to suit their needs and join together in large numbers to form enormous, hyper-intelligent shared consciousness.
Originally created as spies for the aboleths, cloakers are paranoid to the extreme.
- Make Me Wanna Shout: Cloakers have the ability to emit an infrasonic moan which unnerves anything that hears it.
Blood-sucking predators who lurk in slow moving waterways and muddy lake shores.
Bizarre extraterrestrial travelers who wage war against aboleths, mi-go, the Dominion of the Black, and cults of the Outer Gods.
Strangely proportioned creatures resembling a humanoid with one arm and one leg centered on its body.
Screaming masses of misshapen flesh who drive others mad with their cries.
Scavengers from the Abyss who feed from battlefields and mass graves.
Spawned servants of neothelids who follow their orders without hesitation.
- Elite Mooks: Seugathi savants serve as this to neothelids, with slightly more comprehension of their masters' plans and some extra psychic powers.
- Loves the Sound of Screaming: They somehow feed on the fear and pain of other creatures.
Once a race of conquerors and slavers, the destruction of their homeworld has reduced the aatheriexa to wanderers who take out their hatred on anyone who crosses their path.
Creatures resembling a hybrid of goat and human with an incredibly short temper. Their stats can be found in Wardens of the Reborn Forge, Bestiary 5, or online here.
Armored predators who lurk in shallows and swamps.
Birthed from the unfathomable terrors of the cavernous deep, geomaws roam the Darklands, preying on the creatures draw to the gleam of the gems in their mouths.
Their stats can be found in Down the Blighted Path or online here.
Narriks are living alchemical laboratories that naturally produce a cocktail of potent venom and hallucinogenic pheromones, as well as a sticky saliva in which they trap their victims. T Hey stalk the lightless tunnels leading between Darklands and the surface, preying on sentient beings.
Their stats can be found in Down the Blighted Path or online here.
Occularis are amalgams of grotesquely mutated eyes. Motivated by their desire to see all things, they hunt down hosts for their component parts and use them to experience the wider world.
Their stats can be found in Down the Blighted Path or online here.
Feral relatives of the brethedans that are innately tied to magical lay lines.
Sadistic monsters with a potent sonic attack.
Natives of the Ethereal Plane who feed on hope.
Denizens of the deep sea who view disease as sacred.
Stealthy predators that puppeteer corpses as bait for future prey.
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
- Public-Domain Character: Their source is the novella The Shadow Out of Time, which has entered public domain.
- Starfish Aliens: Yithians have a slug-like cone-shaped body, with four tentacles emerging from the top, two of which end in pincers, one which ends in four, red trumpet-shaped tubes, and one that ends in a spherical head with three eyes, ears mounted on stalks and small tendrils hanging from the underside.
Servitors created by psionic cults as avatars of their power.
Monstrous giants who live in caverns deep in the Darklands.
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
Vaguely like merfolk, these creatures love shipwrecks and sunken ruins.
The misbegotten result of rituals by cultists of Yog-Sothoth to impregnate a mortal with a fragment of their alien god.
- Evil Smells Bad: Spawn of Yog-Sothoth exude a hideous, unforgettable stench that alerts others to their presence.
- Evil Sorcerer: The humanoid spawn of Yog-Sothoth typically take levels in spellcasting classes, usually sorcerer or oracle.
- Human Mom Nonhuman Dad: A humanoid mother and an Outer God father.
- Humanoid Abomination: The less monstrous spawn of Yog-Sothoth remain roughly humanoid in shape and size, although their deformities still require them to wear disguises or layers of baggy clothing.
- Hybrid Monster: Spawn of Yog-Sothoth are created by impregnating a humanoid creature with Yog-Sothoth's essence.
- Invisible Monsters: Spawn of Yog-Sothoth are naturally invisible.
- No Body Left Behind: Upon death, a spawn's flesh rapidly melts until nothing remains but a crusty stain.
- Public-Domain Character: They're lifted wholesale from Wilbur Whateley and his brother in The Dunwich Horror.
When toxic gas absorbs the souls of the slain, most often in the horrors of war, the resulting reaction creates an entity known as a trench mist.
Creatures hailing from the shared moon in all minds connected to the Dimension of Dreams.
Ancient beings, kasthezvi are among the oldest creatures beneath Kaer Maga. Creates as living vessels for the words of power imbued into their bones and bound by magical silence to prevent them from using the power they carried, the centuries have seen their binding magics weaken and allow them access to incredibly destructive yet utterly silent power.
- Beneath Notice: They prefer to take the guise of beggars or piously mute Sweetalkers when infiltrating cities.
- Cool Crown: They have floating crowns of bone that allow them to handle the power they carry without being destroyed by it.
- Deal with the Devil: Kaladurnae, the first Runelord of Greed, made a tenuous deal with a group of kasthezvi. He got secrets to ancient magical power, they got training as wizards and lessons in writing. Considering that Kaladurnae is now long-dead and the runespekaers he taught are alive and well, the kasthezvi got the better part of the deal.
- Defeat Equals Explosion: When killed, all the sound they've negated over their centuries long life is released in one bone-breaking blast.
- Dying Race: They have no way to reproduce on their own and the secret of their creation was lost with their creators, menaing every dead kasthezvi is a permeant decrease to their population. Finding a way to create more of themselves is one of their main priorities, second only to mastering the power they carry.
- Finger Poke of Doom: Their only attack outside of their Word of Sundering is to simply touch a target. That's enough to conduct sonic damage directly into the poor creature, a chunk of which bypasses all damage resistance.
- He Who Must Not Be Heard: Enforced by the magic that makes them. Kasthezvi can't make sound at all, no matter the means.
- Humanoid Abomination: They are humanoid, but with dry gray skin stretched across misshapen bones, asymmetrical skulls twisted in perpetual silent screams and hanging at odd angles to their bodies, and vibrating bone crowns floating above their heads.
- Lean and Mean: They're skeletally thin with disproportionately long arms and necks.
- Make It Look Like an Accident: What tends to happen to those who find out about them, or even those who find something off about the oddly silent beggar in the alley.
- No-Sell: To sonic damage, naturally.
- Purple Is Powerful: They're ancient beings with access to long-forgotten magic power and their illustration shows them with purple on their hands, around their mouths, and over their heart.
- The Rival: As a whole, the kasthezvi are this to the caulborn, who are eternally frustrated by their lack of understanding of the silent beings.
- Room Full of Crazy: Their records come across like this, vast caves covered in scratches, runes, and ancient Thassilonian letters. Reading these would provide the greatest clues about their history, culture, and motivations, assuming one could find and decode them, all while surviving their habit of mixing silent explosive runes with their records and the kasthezvi themselves.
- Signed Language: They have no innate form of telepathy, so they communicate with each other in a unique form of sign language that involves their entire bodies in displays of inhuman contortion and jerking limbs.
- The Spook: The caulborn are just about the only ones who even know the kasthezvi exist. This is very intentional, as they know their power is greater if no one knows they exist and take steps to dispose of anyone who learns about them.
- Voluntary Shapeshifting: They can assume the form of any humanoid for up to eight hours a day, with the bonus that they retain all their powers even outside of their true form.
- Words Can Break My Bones: Kasthezvi have words of power bound into their very bodies, though they themselves were deliberately engineered to be utterly silent and thus unable to make use of them. However, those safeguards have degraded over time and allowed them to access portions of this power in the form of Word of Sundering. Using this they can silent speak the word and select an area to be struck by a sizable amount of sonic damage that also automatically shatters any unattended glass, ceramic, crystal, or porcelain items. Their caulborn rivals tell tales of other kasthezvi who have mastered different words to summon swarms of insects, call down hail and fire, and reverse gravity or even time.
Magnets of destruction that resemble stony anemones with human faces.
Ambush hunters that look almost perfectly like stalagmites, ropers are cruel philosophers and theologists who will engage in complex debates with the creatures they're eating.
Territorial megapredators who live in airless environments. Their stats can be found in Bestiary 5, The Moonscar, or online here.
- Achilles' Heel: Due to their natural habitats being airless, and thus utterly silent, somalcygots have weakness to sonic damage.
- Acid Attack: They can spray a line of acid that does high damage and inflicts Damage Over Time.
- Batman Can Breathe in Space: They have the no breath quality, a necessity for a species that lives on the moon.
- Combat Tentacles: Somalcygots have four of them, which do less damage than their bite but have better reach and come with the grab ability.
- Location Theme Naming: They're named after Somal, Golarion's moon.
- Jack-of-All-Stats: Their Resistant Evolution ability, which gives them a +2 to all saves. In-story this is explained as a result of them evolving in the harsh environment of vacuum, and thus being generally better adapted to survive than most other creatures.
- Sleepwalking: In order to preserve energy between meals somalcygots enter a trancelike state where they continuously and repetitively tunnel in circles below the surface of their territory.
- Super-Persistent Predator: Once they detect a meal, they hunt it relentlessly. This is primarily due to the infrequency of food in their habitat, as letting a meal get away might mean they won't get another one for years. That said they almost never chase prey beyond the boundaries of their territory, half to conserve energy and half to avoid conflicts with other somalcygots.
Amalgamations of serpent folk and a mass of snakes, born from rituals to combine deformed serpentfolk eggs with those of many ordinary snakes.
Titans warped into hideous forms by gods long ago for their crimes.
Giant human-faced insects who create intricate fungal gardens.
Massive aquatic predators who prey on ships.
- Armor-Piercing Attack: A charybdis' claws are particularly devastating when used against objects, and ignore the first 10 points of an objects hardness rating.
- Lamprey Mouth: A charybdis' mouth is seemingly jawless, with teeth arranged in a circle around the maw.
- Mega Maelstrom: A charybdis can generate a 6-foot-across, 120-foot-deep whirlpool.
Monsters from the Abyss with bizarre biology.
Apex predators of the swamps, capable of hunting dinosaurs or even dragons.
Creatures from the Darklands who only recently learned of the surface, turning their attentions to a gradual expansion upward.
Created by aboleths as guards and enforcers, those who slip the leash become petty tyrants of their own.
Nightmarish creatures with incredible power over wind, flying polyps seek every opportunity they can find to indulge in their favored pastime: genocide.
- The Ageless: These creatures seem to have no maximum lifespan.
- Alien Blood: Flyping polyp blood behaves more like strange vortices of wind. When wounded, its flesh does not bleed so much as whistle and gust.
- Batman Can Breathe in Space: Some flying polyps can travel to other planets by bringing with them a sizable sphere of purloined wind to carry them aloft and sustain them.
- Blow You Away: A flying polyp can send an eerie wind out to slow and eventually stop a creature's escape, or surround itself with blasts of precisely aimed gusts.
- Final Solution: Flying polyps excel at genocide, using their mastery over wind to scour clean entire cities and civilizations when they come upon them.
- Giant Flyer: A typical flying polyp measures 30 feet in length.
- Invisibility Flicker: A flying polyp's body constantly flickers and shifts, passing from visibility to invisibility in a seemingly random pattern and often not wholly at once.
- Too Many Mouths: A flying polyp is a nauseating mass of flesh, eyes, tentacles, and mouths.
- You Will Not Evade Me: The flying polyp's sucking wind creates a peculiar sucking sensation as if it were attempting to pull creatures back toward the flying polyp.
Creatures from the Darklands who worship a variety of dark gods they believe dwell even deeper.
Thieves and collectors of memories.
Creatures of immense power who view themselves as favored by unknowable entities from beyond the Outer Sphere.
- Expy: Not to the original, OGL neothelids of Dungeons & Dragons (these neothelids are an aberrant part of the life cycle of the mind flayers, who are not OGL themselves and cannot be legally used in Pathfinder), but instead to the chthonians of Brian Lumley's Cthulhu Mythos stories: a powerful race of giant worms that live underground and are connected to the Elder Mythos.
Strange creatures most at home in tar seeps and oil pits.
Rare monsters driven half mad by hunger and self-loathing that draw in entire ships to kill at once.
Creatures born from the shattered remains of fallen civilizations.
Legendary beasts renowned for their speed and savagery.
The servitor race of dread Cthulhu, hailing from a mad star and heralding inevitable doom in the eventual future for any world they arrive on.
- Apocalypse Cult: Star-spawn seed the creation of such cults that prepare the world and bring it to the brink of destruction.
- Batman Can Breathe in Space: Star-spawn don't need to breathe and can survive indefinitely in space.
- Cthulhumanoid: Being quite obviously based on the Trope Namer, star-spawn have a humanoid body and a face full of tentacles.
- Evil Is Not a Toy: The only reward for the Apocalypse Cults that aid the star-spawn is being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
- Omnicidal Maniac: Star-spawn wish to wipe planets clean of indigenous life.
- Nightmare Sequence: Star-spawn can influence victims via dreams and nightmares, seeding the growth of destructive cults and societies.
- Winged Humanoid: Scaly, membranous wings on a mockery of human shape.
Gigantic worms who rule "lesser empires" from the shadows, at least until they tire of their toys and maneuver them to their own destruction.
In nightmare dimensions of unreality, the whims of alien gods shaped the hundun out of the desire to reduce the universe to nothing but random astronomic phenomenon devoid of life.
- The Blank: A hundun's robe-like skin obscures its face in darkness.
- Counter Attack: Any creature that attempts to affect a hundun with a mind-affecting effect will suffer negative levels from entropic feedback.
- Eldritch Abomination: Hunduns are given life by the powers of alien gods in the nightmare dimensions of unreality beyond space and time. They embody aspects of the formless void that preceded the creation of the multiverse and reality accommodates their individual existences as intractable errors that must be continually accounted for yet can never fully be corrected.
- Evil Counterpart: Like the proteans, hunduns are tireless foes of archons, asuras, axiomites, devils, inevitables, kytons, and other exemplars of law, relish confusion and disorder, and oppose any effort to impose or maintain discipline, structure or regulation. However, hunduns have nothing but contempt for proteans, their strange religion, and the spontaneous, ephemeral acts of creation in which proteans delight; instead, they seek to spread the freedom and truth of pure entropy to all creation.
- In the Hood: Hunduns appear as gigantic humanoids with faces hidden by voluminous, hooded robes.
- No Face Under the Mask: Their robes are made from the folds of their own skin, and their staves, known as strange attractors, are also part of their body.
- Omnicidal Maniac: Hunduns are the incarnation of the desire to reduce the multiverse to a space filled with nothing but randomly fluctuating energy fields and gravitic curvatures.
Entities of deepest blackness of space, who on terrible occasions may be drawn to inhabited worlds, putting all the races of the planet into reach of its endless, ruinous arms.
- Acid Attack: An acid spewer is one of the options a havero can have for its limbs. It can only have one at a time, unlike its other limb options, but it can upgrade it to do more damage and have a longer range rather than developing more of the same limb type.
- Batman Can Breathe in Space: They have the breathless quality, making oxygen unneeded for them.
- Cognizant Limbs: There are stats provided to fight a single havero tentacle. These aren't used for normal fights against them, but for situations like a single tentacle reaching through a portal or lashing out at things around the still-sleeping havero.
- Combat Tentacles: Haveros have a bunch of Morph Weapon tentacles, the most standard of which are plain tentacles used for bludgeoning, of which it can have twenty at a time if it invests in nothing else. Other options include tentacles meant to grab targets, tentacles meant to seize and rip targets in half, and bladed tentacles to slash at foes.
- Extra Eyes: Ocular tentacles let it form eyes on the ends of its tentacles to increase its Perception bonus.
- Healing Factor: They have fast healing 25, the highest that can occur in the game.
- Intangible Man: Not entirely, but it can create incorporeal tentacles that have a Negative Energy touch attack with Charisma drain, with the bonus of being able to strike at targets through solid objects and hit incorporeal creatures.
- Made of Iron: They have Damage Resistance 25, with no way to bypass it, as well as resistance 30 to acid, electricity, and fire.
- Meaningful Name: It roughly means "smothering arms", presumably in Thassilonian.
- Morph Weapon: Haveros have twenty "appendage points", which it can use to create different limbs for different values of points. At any time it can reabsorb these limbs to regain the points and create new appendages.
- The Needless: They don't breathe, they don't need to eat or drink, and they don't age.
- No-Sell: They're immune to cold damage (since they typically live in space), inhaled effects (since they don't breathe), and mind-altering effects (as their minds are too alien to manipulate).
- Poisoned Weapons: One of the appendage options is a poison stinger.
- Poke in the Third Eye: Anyone who tries to read a havero's mind will run into its Alien Mind ability, which permanently affects them with a feeblemind effect if they fail a save.
- Power Pincer: Its strongest limb option is a vorpal tentacle that ends in a vicious pincer and can instantly decapitate targets on critical hit.
- The Spook: Thanks to living far out in the vast emptiness of space, very little is known about them.
- Status Buff: A havero can create armored tentacles it can wrap around itself to boost its AC.
- Telepathy: Their Telepathic Savant ability lets it broadcast its thoughts to any creature it knows about, regardless of range. However, its thoughts don't involve language and simply send vague impressions and incomprehensible ideas, though thankfully it doesn't mentally blast the receiver with their Alien Mind ability. Its telepathy is theoretically limitless in range, but the thoughts still take some time to travel when broadcasting across galaxies.
- Weakened by the Light: Not severely, but being accustomed to the darkness of space they have the light sensitivity weakness.
Powerful monsters who spawn lesser abominations.