Index | Playable Races | Monsters (Humanoids | Animals | Beasts | Plants | Fungi | Fey | Dragons | Aberrations | Constructs | Oozes | Undead (Manufactured | Spontaneous) | Spirits | Ethereal | Shadow | Positive | Negative | Dream | Time | Astral | Celestials | Monitors | Fiends)
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.
- Biomanipulation: Alghollthus naturally secrete a slime that can be used to cause physiological changes in both the alghollthus themselves and other creatures, or to serve as a substrate for more fine-tuned genetic engineering. They have historically made prolific use of this, shaping themselves into a variety of specialized forms and transforming other creatures into a variety of servants, soldiers and guardian monsters.
- Body Horror: Alghollthus can inflict mutations on other creatures that force them to be aquatic, making them more suitable slaves and less able to escape as dry land becomes lethal to them.
- Control Freak: Taken Up to Eleven. While they don't follow gods, they have a sort of secular religion (consisting of several dictums). The First Dictum straight up says that all other live exists to be controlled.
- Eviler Than Thou: The alghollthus 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.
- Maker of Monsters: Their belief that other forms of life exist for them to control for their own benefit, combined with their considerable skill in shaping living flesh, has led to them breeding numerous types of monsters as servants, soldiers and agents. The cloakers and the shapeshifting mimics and faceless stalkers were created as various flavors of infiltrators, spies and saboteurs, the immense deep walkers as guardians and the fishlike skum as expendable slave soldiers. As alghollthu influence receded or individual creations ceased to be of use, many of these creatures were left to their fates and continue to roam the world, acting on ingrained drives to infiltrate and sow discord or reverting to bestiality and barbarism.
- Manipulative Bastard: Alghollthus are very firmly of the belief that all other living things exist for their benefit, and that it is the proper order of things for them to manipulate, shape, breed and eradicate them to suit the alghollthus' needs.
- Organic Technology: They can mutate just about any lifeform to suit their needs.
- Underwater City: Alghollthus dwell in grotesque cities in the depths of the sea.
- Where I Was Born and Razed: The algollthus fled and destroyed their own homeworld when their slave races rebelled against them.
A sub-breed of alghollthu 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 alghollthu in exchange for protection.
- Slave Race: Enisysians have been bred to be subservient to their masters for thousands of years.
Alghollthu Master (Aboleth)
The most common 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 alghollthu 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.
Veiled Master (Vidileth)
The closest thing to a ruling caste in alghollthu 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 alghollthu.
- Extra Eyes: Six total.
- Fusion Dance: The first veiled masters were created when a group of ancient alghollthu masters fused themselves into a gestalt entity provided with greater intelligence and magical power.
- 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: They can drain memories with a bite.
- The Man Behind the Man: Behind Azlant, behind many of the alghollthu. 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.
Spidery amalgamations of machinery and flesh.
- Alternate Company Equivalent: Although intellect devourers have long been a classic Dungeons & Dragons monster, they received further development in Pathfinder as alien monsters that eat brains and enslave people, in effect loosely serving as the replacement for D&D's non-OGL mind flayers.
- 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.
- Sense Freak: They're incapable of emotion or physical pleasure in their own bodies, so they indulge grotesquely while wearing another.
- 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.
- Brain Theft: Their common name comes from their ability to remove brains from living humanoids and store them in special blisters on their bodies, which they wire into their own nervous systems in order to increase their intellect and brainpower. The captured brains are still alive and aware through this process; the neh-thalggus don't care. Old and powerful neh-thalggus can absorb their stored brains to transform into larger, stronger yah-thelgaads.
- 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.
- Brain Theft: Like their younger forms, they can steal other creatures' brains and wire them into their own nervous systems for extra processing power. They can only store six brains at a time, but unlike neh-thalggus they can collect the brains of non-humanoid organisms as well.
- Took a Level in Badass: A sufficiently old brain collector who's absorbed enough thoughts will metamorphosize into a scorpion-like yah-thelgaad, exchanging one of their seven brain containers for even greater intelligence, a larger and better set of attacks, and the power to control disease.
- "Blind Idiot" Translation: In-universe example: its name was first translated (from Aklo) as "the Drowned God", despite not being a god at all. A better translation was eventually rendered as "They Drown the Gods in Oblivion".
- Eldritch Abomination: It's a horrible alien monster created by an Unrealistic Black Hole.
- Faster-Than-Light Travel: It can travel to other solar systems in under two months at most.
- Names to Run Away from Really Fast: "Tychilarius" means "They Drown the Gods in Oblivion" in Aklo.
- Lamprey Mouth: Its body has a huge lamprey-like mouth surrounded by tentacles ending either in eyes or smaller mouths.
- Unrealistic Black Hole: How it formed: an Always Chaotic Evil alien race had their planet swallowed by a black hole, which fused them all into a single being.
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.
- Tortured Monster: All of the Fleshwarps live miserable, tormented existences. Most sane people in-universe consider creating a fleshwarp to be a Moral Event Horizon.
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.
Bestial nagas that siphon magical energy from their surroundings.
Creatures corrupted by the Black Blood from the Vault of Orv.
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.
Evil spellscasters who persist after death by inhabiting the swarms of vermin that fed upon their corpses.
- Underground Monkey: Worms that walk arise chiefly by the accidental reincarnation of a deceased spellcaster into a swarm of nearby vermin when in an area of high background magic, and their "births" are only tied to those of others of their kind by the manner in which they happen. The result is that they tend to be extremely varied, with different strains arising in different manners and from different species of vermin. Common variants include ravenous ant- and locust-based worms, stealthy and secretive roach-based worms found in urban areas, and poisonous and aggressive wasp-based worms that walk.
- The Worm That Walks: They're hive-minded swarms of vermin possessed by the consciousness of an evil spellcaster and holding themselves in a humanoid shape. While literal worms are the most common component of worms that walk, some have been known or rumored to be composed of swarms of almost any sort of vermin or small, unpleasant creatures — wasps, bees, locusts, ants, roaches, mosquitoes, rats, fetal bats...
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.
Severed heads that fly on wing-like ears.
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.
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.
- The Beastmaster: They have a very focused version of the Wild Empathy skill that allows them to communicate with and control snakes, and are almost always seen with at least a few snake companions.
- Our Goblins Are Different: Goblin-headed, distinctly goblin-like in thought and behavior and very prone to taking over goblin tribes.
- Reincarnation: Goblins believe goblin snakes to be heroes of their kind born again to lead their tribes.
- Snake People: Rather at the snake end of the scale, goblin snakes resemble small snakes with goblin heads. Some consider this evidence of a relationship between goblin snakes and nagas, something that nagas find profoundly insulting.
- You Need a Breath Mint: Due to a diet composed chiefly of carrion and garbage, goblin snakes have such godawful halitosis that their breath is by itself enough to cause physical nausea in other creatures.
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 alghollthu 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.
- Airborne Mook: Xanderghul created winged pridespawn capable of flight, both because he felt that his minions should be able to literally soar over his rivals' and because his domain was highly mountainous.
- 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 are aquatic versions of sinspawn used for amphibious and naval combat, with gills and webbed feet and hands. 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.
- Last Stand: Few sinspawn are truly brave, and they will usually favor their own survival over fighting to the deathnote . If it seems their runewell is threatened, however, 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. Greedspawn are the sole exception to this, as they greatly value jewelry and material wealth for their own sake.
Tiny predators from the Ethereal Plane that feed on thoughts.
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.
Tixitogs are a species of bizarre aberrations that make their homes in the dens of giant spiders.
Their 2nd Edition stats can be found in Age of Ashes: Hellknight Hill or online here.
- All Webbed Up: Tixitogs can't create webs of their own, but thier bodies are covered in slime that makes them immune to becoming trapped in the webs of others.
- The Beast Master: A simplistic form of this. Giant spiders are frightened of tixitogs, and they make use of this by showing themselves deliberately to drive the spiders they lair with into hysteria and send the swarm towards intruding adventurers.
- Multipurpose Tongue: They have a tongue attack that they can combo into dragging a target into their mouth and swallowing them whole.
- No-Sell: They can't be poisoned and they can't be trapped in webs, which greatly benefits their parasitism of giant spiders.
- Spider Limbs: Like spiders, they have eight limbs. Unlike spiders, four of them are inverted and point upwards, allowing them to easily scuttle through enclosed spaces or switch to crawling on the ceiling without turning over their bodies.
- The Symbiote: A parasitic version. They move into the lairs of giant spiders and steal their food, occasionally preying on the spiders themselves when the mood strikes them. The spiders themselves are generally helpless to fight back against the tixitog, so they have to hide themselves in hidden spots in the spiders' lair to avoid frightening off the spiders they depend on.
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.
Web lurkers are ugly monsters that not only dwell within the lairs of spiders and swarms, but actively cultivate and shepherd such vermin.
Their 1st Edition stats can be found in Bestiary or online here.
Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.
- The Beastmaster: Ettercaps have supernatural control over the spiders they lair with, which they keep as both pets and guardians.
- Meaningful Name: "Ettercap" is an old Scottish word meaning both "spider" and "a spiteful or cantankerous person".
- Spider People: Spider-like humanoids with arthropod eyes, mandibles and magical control over common spiders.
- Writing Around Trademarks: "Ettercap" is the name used by Dungeons & Dragons, and thus by Pathfinder after it split off as its own thing. With the switch to 2e, Paizo renamed it "web lurker" to help step out of the shadow of the game's progenitor.
Spectacularly odd creatures hailing from a world far from Golarion.
Their 2e stats can be found in Extinction Curse: Legacy of the Lost God.
Interstellar creatures hailing from Carcosa, where they exist as servants of Hastur.
Their 1e stats can be found in Strange Aeons: The Thrushmoor Terror or online here.
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.
- 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.
- Tentacled Terror: The predatory decapus was named by how it resembles an octopus with 10 instead of 8 tentacles.
- 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 alghollthu 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.
Ancient guardians that haunt the dark places of the earth, hidden among the art of the most ancient peoples.
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 alghollthu, 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 alghollthu 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.
- Mainlining the Monster: A mimic's skin can be used to replace polymorph spells when crafting magic items.
- 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.
- Bioweapon Beast: Alaznist created the shriezyx to be living weapons and guardian monsters, and they lingered long after Thassilon's fall in the ruins of her empire, remaining a constant threat to others into the present day.
- Giant Spider: They resemble monstrous spiders three feet in height. Queens can reach a solid eight.
- Hive Queen: Shriezyx queens are gigantic, powerful version of common shriezyx that direct and control their lesser kin like generals. In this case, even the reproduction angle of real insect queens is gone — shriezyx reproduce asexually, and shriezyx queens were created solely to control the rest of their kind.
- Spider Swarm: Shriezyx live in large hives, and when disturbed attack as moving carpets of chittering, swarming bodies.
- You Have to Burn the Web: Exaggerated. Shriezyx queens secrete a highly flammable oil that coats their spiderwebs, packing a nasty surprise for people who plan to exploit their fear of fire.
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.
Ancient beasts that look like what you'd get if you crossed a frog with an octopus.
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 alghollthu, 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 alghollthu, 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.
Wormlike hunters of waterways.
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.
Hunters of the void that feed on blood.
Aberrations with an innate connection to necromantic energies.
Creatures from the Dreamlands that feed on undead flesh.
Luminescent creatures that pose as man-made lights to lure the unwary into danger.
- Emotion Eater: They feed on the fear and pain of dying creatures. They claim that different types of fear have different flavors — the growing dread as one begins to realize that he's hopelessly lost "tastes" differently from the terror some feels when she stumbles across a hungry beast, for instance — so they try to vary what sort of danger they lure people into to spice up their diets.
- Will-o'-the-Wisp: Floating balls of light that can modify their appearance to take on a number of forms — winged humanoids, floating skulls, and so on. They lure travelers into the wilderness and feed on their life energy when they die.
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 and take a disturbing degree of pleasure out of tormenting their victims.
- Eaten Alive: A chuul's paralyzed victims are typically eaten while alive and immobilized.
- Giant Enemy Crab: Chuuls are crustacean-like creatures as large as or larger than a human.
- The Paralyzer: They inject paralytic venom through their tentacles.
- Sadist: Chuuls take perverse enjoyment from other creatures' physical and emotional suffering, eating them alive and taking time before each kill to insult and torment their victims and talk at some length about how they will enjoy devouring them.
- To Serve Man: Chuuls prefer the flesh of intelligent creatures; surface-dwelling chuul prefer to hunt lizardfolk, while subterranean ones usually go after drow, duergar or morlocks.
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. They 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.
Imagine a sea cucumber, except it turns itself entirely inside out instead of just venting its guts. And also its inside are all on fire. Now you've got a pretty good idea of what a azgenzak is.
Feral relatives of the brethedans that are innately tied to magical lay lines.
Sadistic monsters with a potent sonic attack.
- Bizarre Alien Senses: Destrachans sense the world via echolocation, represented by extremely high perception skills and one of the higher ranges for blindsight found in the game.
- Disability Immunity: Their lack of eyes (and correlating reliance on echolocation) nullifies a huge range of basic tactics like invisibility, illusion spells, and darkness.
- Eyeless Face: A destrachan has no eyes and is completely blind.
- For the Evulz: The destrachan enjoys inflicting pain and viciously toying with its prey.
- It Can Think: Probably the most dangerous thing about them. The basic stock version is statted with human-level intelligence and genius-grade wisdom, and is explicitly a pack hunter. The GM is not merely justified in playing them as Magnificent Bastards, but actively encouraged.
- Make Me Wanna Shout: A destrachan can project a blast of sonic energy in a cone, an area-affecting Brown Note, or as a targeted attack on an object- say, your sword or armor, or the door you just closed while running away.
Planar wanderers driven to explore the Great Beyond.
- The Ageless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.
- Ambiguous Situation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
- Dragged Off to Hell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
- Drunken Master: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
- Eating Optional: They have no need to eat or drink, which makes surviving in hostile planes easier.
- Eyeless Face: All they seem to have is a mouth.
- Humanoid Abomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
- Lean and Mean: Skeletally thin and all too willing to drag you to Hell and leave you there.
- Required Secondary Powers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
- The Sleepless: Like many outsiders, they don't need to sleep.
- Summon Magic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
- Teleport Spam: The can cast dimension door at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
Natives of the Ethereal Plane who feed on hope.
Denizens of the deep sea who view disease as sacred.
Children of Urgathoa who combine the features of worms, insects, and people.
- Cult: They occasionally install themselves as the embodiments of various gods or demons. Ettercaps in particular tend to get swept up into their circle of worship due to their shared connection to spiders.
Stealthy predators that puppeteer corpses as bait for future prey.
The misbegotten offspring of Rovagug.
The larger cousins of the faceless stalkers, capable of transforming into larger creatures such as giants.
A psychic race that collectively transferred their minds to escape their dying world, coming to rest in their present bodies.
- Body Snatcher: Their most iconic ability — they can swap minds with any creature across space and time, and tend to so on a species-wide scale whenever facing extinction. Of course this leaves the minds of an entire species lost, confused and doomed, but the Yithians find this an acceptable sacrifice for their own survival.
- 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.
- Eat Dirt, Cheap: Gugs can eat rocks and draw sustenance from them, although they aren't ideal food and they'll typically only use them as a last resort in the absence of meat.
- King Mook: Gug savants, who are especially blessed by their dark deities and gain both spell-like abilities and significant control over lesser gugs.
- Public Domain Character: Yes, those gugs from The Dream-Quest of Unknown Kadath.
Translucent creatures from deep underground waters.
Hailing from the nightmare plateau of Leng, these creatures haunt centuries old ruins and will trade service for corpses to eat.
Niliths feed off the emotions, fears, and flesh of the living, and folktales posit that those who have nightmares of these creatures are fated to one day be eaten by them. Niliths draw intense joy from tormenting sapient creatures, often focusing their predations on the pious and the just, from whom they draw forth their most basic fears and worst thoughts and revel in their victims subsequent terror.
Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.
- Fighting a Shadow: Niliths are actually extensions of much deadlier creatures that dwell in a distant dimension beyond dreams. In a way, niliths are little more than remote feeding machines for the unknown alien entities to which they are connected.
Ofalths appear as living heaps of wet detritus, sewage, and rubbish with long tentacular arms and stout legs. It truth they are more like a disgusting hermit crab, a fleshy core that connects the foul contents of the cesspits they wallow within into their bodies. They move through refuse heaps in search of organic material in their endless quest to sate their hunger.
Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.
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.
Tentacles split from the body of Black Magga.
Two-dimensional living beings that view themselves as the first words of creation.
Skittering creatures from the lowest levels of the Darklands with many eyes and many mouths.
Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.
- Ankle Drag: They can move at full speed while dragging grappled creatures.
- Boring, but Practical: They have no magical abilities or supernatural powers, but they manage to make a CR 12 threat with nothing but their raw physical abilities.
- Evil vs. Evil: Drow and duergar will set out to eradicate any gogiteth hives that come to their attention, even forming truces to do so if necessary.
- Extra Eyes: Their bodies are scattered with eyes, enough to give them the all-around vision ability.
- Hell Is That Noise: They have two.
- All the many joints in their many legs pop and crack with every movement, making their rapid charges all the more unnerving. More unsettling is that if they choose to move carefully enough, they can avoid making these noises, which they usually only do when attempting to stealthily stalk prey. Hearing the sound of their unsettling movements in the distance is bad, because you know there's gogiteths about. Hearing that sound stop is so much worse, because it meant they know you're there and now they're coming for you.
- They can make high-pitched whistling noises that echo through the caverns they live in, and will sometimes join together in eerie, discordant songs.
- King Mook: There are stories of great gogiteths, creatures a hundred feet across with unusual intelligence and the ability to spawn hordes of their lesser brethren. According to these stories, such creatures lurk only in the deepest caverns and while away the ages dreaming of sadism and violence.
- Lightning Bruiser: Their tactics revolve heavily around moving quickly and hitting as many times as possible. Skittering Assault lets them dart around the battlefield and make several attacks in the process, while Skittering Reposition lets them dart away from those who would try to move into melee range.
- Multiple-Choice Past: Their alien forms have inspired no shortage of speculation about their origins, including being fleshwarping experiments gone horribly wrong or being the distant cousins of some Dominion of the Black species.
- Wall Crawl: They have a climb speed as fast as a normal person's movement on flat ground.
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.
- Acid Attack: Azruverdas have acidic spit.
- Big Creepy-Crawlies: Jewel-colored, human-faces beetles the size of cars.
- Pest Controller: They can control vermin within their line of sight, although the creatures' low intelligence means that the commands need to be relatively direct — "go there", "come here", "attack that creature" and so on. The amount of vermin they can control at once is represented as equaling twice the azruverda's hit dice; in practice, this means they can control entire hordes of low-level pests or limited numbers of powerful monsters — such as, for instance, two purple worms at once. They also possess a number of magical abilities to aid them in doing this, such as the ability to summon swarms of wasps and spiders or to turn normal vermin gigantic.
- Super Spit: Azruverdas can hock acidic loogies up to sixty feet away.
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.
- Bigger on the Inside: A dwiergeth's intestines are far, far larger than the actual creature they belong to — their gut is actually an extradimensional labyrinth, and people eaten by a dwiergeth need to pass an Intelligence test when trying to cut their way free to make sure they're actually climbing to the outside world and not into another layer of the creature's digestive system. This gut-maze collapses upon the creature's death; a dissected dwiergeth appear to have a regular, if somewhat long, intestinal tract.
- Bizarre Alien Biology: Dwiergeths are bulbous creatures with two mouth-tipped tentacles instead of a head, legs ending in five-lobed feet lined with suckers, see the world through photosensitive hairs instead of eyes and, instead of regular digestive systems, have pocket dimensions made up of a seemingly endless maze of tooth-lined intestines.
- Blow You Away: They have fairly extensive control over the air — in game terms, they can cast gust of wind, control winds and wind wall — which they use to navigate the Abyss' rifts and to knock prey off of ledges and into Cliffside's.
- Swallowed Whole: Dwiergeths prefer to swallow their prey alive and unchewed, and can store any number of victims in their extradimensional gullets.
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 alghollthu 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.
Grikkitogs, also known as hungry earth, are strange parasites from the Plane of Earth that infest and possess earth, rock, and stone in order to feed their endless hunger.
Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.
- Cores-and-Turrets Boss: A grikkitog implants its core into a section of stone or earth, fusing itself into its surroundings. When implanted, it's immobile but becomes capable of manifesting mouths and eyes through all of its surroundings.
- Fast Tunneling: It can has the earth glide ability, allowing it to burrow through dirt, soil, and even solid stone, without so much as a grain of sand out of place to denote its passage.
- In-Series Nickname: Commonly called "hungry earth."
- The Symbiote: The parasitic version. Grikkitogs are formless apparitions until they possess an earth elemental host. The host then becomes corrupted into the grikkitog's core, forever changed into the fearsome predator of the earth.
- Things That Go "Bump" in the Night: They're the subject of countless scary stories among the denizens of the Plane of Earth.
- The Walls Have Eyes: It can manifest eyes from any stone surface close enough to its implanted core.
- Wall Master: An implanted grikkitog can manifest mouths from any stone surface in range. Imagine being a small animal seeking shelter in a crevice or a rock climber reaching for a grip, only for what seemed to be an ordinary outcropping of stone to sprout jagged teeth and take a bite from you. Now imagine being an adventurer trying to fight this thing, only for every floor, wall, and ceiling in sight to become a mass of jagged teeth.
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. The neothelids are the spawn of the Outer God Shub-Niggurath, and one of the greatest horrors in the Darklands' depths. Much diminished from their long wars against the elder things, the aboleths, the Vault Builders and the intellect devourers, they have slowly rebuilt their power base and harbor terrible designs for Golarion's depths and surface alike.
- Cannibalism Superpower: Neothelids who consume a large number of their kin can transform into immensely powerful neothelid overlord.
- 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.
- Flight: All neothelids can fly — twice as fast as they can crawl, in fact — despite not having wings.
- Immortal Procreation Clause: Neothelids are technically mortal creatures, but are functionally immortal insofar as most other races are concerned — their lifespans are measured in the tens of millennia — and magic can easily allow them to transcend their own theoretical mortality as well. This is offset by a glacial birth rate, as neothelids are born very, very rarely. This is a significant problem for them, as they have effectively no ability to absorb losses in population and the death of even a single neothelid is a disaster, and as they simply cannot keep up with the rapidly swelling numbers of more short-lived species.
- Monstrous Cannibalism: There is no food as dear to a neothelid as the flesh of its own kind. Neothelids find cannibalism to be an euphoric experience, and in their species' early days large numbers of neothelids perished to their conspecifics' hunger. This practice has almost entirely ceased in modern times, however, as modern neothelids' low numbers, slow reproduction and many, many enemies mean they cannot afford to kill one another anymore.
- Multiple Head Case: Neothelid overlords have two heads, a manifestation of the minds of two powerful neothelids struggling for supremacy after one devoured the other.
- Psychic Powers: Neothelids are powerful telepaths, and can easily dominate the minds of other beings.
- Teleportation: All neothelids can teleport as an innate skill, and they can further track the teleportation of other beings.
- Time Abyss: Neothelids are immensely long-lived creatures; most living individuals predate the fall of Azlant, having lived for tens of thousands of years in the dark beneath the world.
Quelaunts not only delight in the negative emotions of its prey, but feed on them, gaining strength and sustenance from their dismay. For quelaunts, no act is too terrible or cruel to inflict on its victims, since the more a creature suffers, the more the quelaunt feasts.
Their 2nd Edition stats can be found in Bestiary (2nd Edition) or online here.
Insidious creatures from the edge of reality who blur the line between the real and unreal.
Their 1e stats can be found in Strange Aeons: Black Stars Beckon or online here.
- Aluminum Christmas Trees: While they may seem like just another made up monster, they are basically giant versions of Hallucigenia.
- Master of Illusion: They have several illusion spells and can fool creatures into thinking the shrike worm itself is nothing but an illusion.
- Meaningful Name: It's a reference to [https://en.wikipedia.org/wiki/Shrike shrikes]], also known as butcherbirds, who impale their prey n spiky branches and thorns.
- Spikes of Villainy: Their backs are covered in longs spikes, which they impale their victims on.
Strange, eel-like creatures most at home in tar seeps and oil pits.
- Extremophile Lifeforms: They evolved on a planet largely covered by hydrocarbon seas. A small population was carried to Golarion by a crashed starship, and despite the overall hostility of Golarion's dry, water-rich alien climate managed to settle a large system tar pits.
Jellyfish-like creatures that gain sustenance from the River of Souls.
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.
- Acid Attack: A thessalhydra's snake heads can spit highly corrosive acid.
- Multiple Head Case: A thessalhydra has eight serpentine heads arrayed around a central maw.
- Our Hydras Are Different: While not true hydras in-game, thessalhydras resemble monstrous and warped versions of their namesakes, being hulking, quadrupedal reptiles with necks topped with a gaping, jawless maw ringed with writhing snake necks.
Monstrous marine predators resembling giant sea turtles with two serpentine heads.
- Beast of Battle: In the modern day, aboleths use baomals as war beasts.
- Food Chain of Evil: According to ancient carvings, baomals were ravenous predators of aboleths in the distant past.
- Mix-and-Match Critters: Giant sea turtles with two snake heads and necks each.
- Multiple Head Case: Baomals have two heads, allowing them to strike twice per turn without the usual penalties and to automatically survive beheadings by keeping one head.
- Sea Monster: Baomals are ravenous, aggressive marine predators well known for attacking ships and tearing them open to devour their crews.
- Vacuum Mouth: They can inhale tremendous amounts of water, drawing targets towards their jaws in the process.
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.
Arthropod monstrosities that lurk in pocket dimensions to prey on interplanar travellars.
Their 2nd Edition stats can be found in Age of Ashes: Broken Promises, or online here.
- Abstract Eater: Halfway. A vazgorlu does eat the physical bodies of its prey, but it also feeds on their metaphysical decay when their connections to the multiverse have been severed. As the latter can typically only happen in their Demiplane Lair, they usually eat there exclusively, while consumption elsewhere is merely a stopgap measure that doesn't truly sate them.
- Acid Attack: Their bite attack deals extra acid damage, while they web attack deals acid damage entirely as it dissolves what it entangles.
- All Webbed Up: They have a ranged web attack that physically anchors those it hits to the closest surface and metaphysically anchors them, preventing any sort of teleportation or dimensional travel.
- Big Creepy-Crawlies: Exoskeleton? Check. Mandibles? Check. Twelve legs? Check.
- Cold Iron: Curiously, cold iron penetrates their resistances to physical damage, though they are neither fey nor spirit.
- Innate Nightvision: They have darkvision, a necessity when they nest in a demiplane with zero light.
- No Ontological Inertia: If a vagorlu is killed, its Demiplane Lair collapses 24 hours later and everything inside is returned to its position before being teleported inside.
- No-Sell: Immune to acid, can't be paralyzed, and never sleep.
- Not Quite Flight: Though their art shows them with something that looks like wings, they must not doo much since they have no innate ability to fly. What they do have is a constant air walk effect, which serves a similar effect.
- Pocket Dimension: Their Demiplane Lair ability lets them set up a small, spherical pocket dimension. There are no innate entrances or exits to this lair, ensuring that only travelers capable of planar travel can escape on their own. Fortunately, they are freed if the demiplane collapses, which happens automatically if the vazgorlu is killed. Additionally, the vazgorlu must return to its lair every 24 hours or else it collapses anyways, ensuring any captives have a chance to try and escape through violence. Less fortunately, they are CR 20 creatures, so only the strongest combatants have a hope of beating them.
- Teleport Interdiction: Their Redirect Portal ability lets them alter magical portals to redirect travelers into their Demiplane Lair instead of the intended destination.
- Villain Teleportation: They can cast teleport three times a day and dimensional door at-will. They can also cast plane shift, though only to and from their Demiplane Lair.
- Wall Crawl: They have a climb speed equal to their typical move speed. Funnily enough, this gives them no particular advantage in their dimensional lair, which, for all intents and purposes, is a flat plain.
- Weaponized Teleportation: Their Hostile Juxtaposition ability lets them swap places with another creature in reaction to an attack, letting some other sucker take the hit for them. If they're unfortunate enough to critically fail against the effect, the swapped creature is also sent to their Demiplane Lair after taking the hit.
Gigantic worms who rule "lesser empires" from the shadows, at least until they tire of their toys and maneuver them to their own destruction.
- Scam Religion: They inexplicably have the ability to grant spells like actual deities, and most have at least a cult of followers.
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.
- Monster Is a Mommy: They have the ability to give birth to any creatures of their size or smaller. Such creatures are Born as an Adult and are presumably loyal to the Drakainia. Unlike most examples of this trope, this does not make them more sympathetic in any way.
- Non-Indicative Name: Despite their name they are not dragon-like at all, looking more like a female Jabba the Hutt.
- Tele-Frag: They have an ability called "Invert Birth" that lets them teleport to where one of their offspring is. Such teleportation invariably kills said offspring, though the drakainia doesn't seem to care.