Index | Playable Races | Monsters (Humanoids | Animals | Beasts | Plants | Fungi | Fey | Dragons | Aberrations | Constructs | Oozes | Undead (Manufactured | Spontaneous) | Spirits | Elementals | Ethereal | Shadow | Positive | Negative | Dream | Time | Astral | Celestials | Monitors | Fiends)
Humanoids are those creatures the most like humans in overall appearance, and are usually less outwardly magical than other creatures. Insofar as this term can really be applied, they are the most "mundane" of the races of the multiverse.
- Level Adjustment: +1New Alignment: Chaotic Neutral
Humanoid creatures hold deep within their minds and hearts remnants of animalistic behaviors, known to some scholars as the Id. When powerful magic acts upon this mental force, it can warp not only their minds but their bodies into those of beasts.
This template can be found in Doom Comes to Dustpawn.
- The Berserker: One of the mutations they can gain is the ferocity trait.
- Combat Tentacles: One of the mutations they can gain is two tentacle attacks, with even more if they have a higher CR.
- Dumb Muscle: Becoming an id mutant brings +4 to Strength and Constitution, but -6 to Intelligence.
- Innate Night Vision: Downplayed version, all id mutants gain low-light vision.
- Little Bit Beastly: Id mutants bear animalistic features, though what animal they resemble can be nearly anything.
- Man Bites Man: All id mutants gain a natural attack, which can be a bite attack.
- The McCoy: An animalistic, primal version. Id mutants care about little more than what an animal would, fueled entirely by emotion and craving things like food, shelter, and basic pleasures.
- The Nose Knows: One of the mutations they can gain is the scent ability.
- Wolverine Claws: Id mutants that gain a talon or a claw attack have some version of this.
- Anthropomorphic Personification: Some scholars believe hags to be living embodiments of humanity's fear of aging.
- One-Gender Race: Male hags do not exist.
- I'm a Humanitarian: Hags are notorious cannibals, and eagerly add humanoid flesh to their meals.
- Fantastic Racism: Hags hate all other humanoids, and especially despise humans.
- Voluntary Shapeshifting: Most hags can take on the shape of women from other humanoid species.
- Wicked Witch: As a group, hags are based on the classical fairytale portrayal of witches as hideous, malevolent and cannibalistic crones living in the wilderness.
Amphibious hags who torment sailors and the residents of coastal settlements, spreading disorder and offering cruelly unfair bargains to the desperate.
- Deal with the Devil: Sea hags can strike bargains where the other party surrenders some trait or quality they value in exchange for a favor or service from the hag. Naturally, these deals are invariably stacked in the sea hag's favor.
- Shout-Out: Their ability to take someone else's qualities for themselves in exchange for magical aid is right out of The Little Mermaid, especially given the Bestiary explicitly listing one's voice as an example of what one might bargain away to a sea hag.
Bitter, hateful hags who delight in brining ruin to the pure, beautiful and good-hearted.
- Breath Weapon: Green hags can exhale clouds of weakening gas.
- Green Thumb: They add a number of plant-based spells to the covens they join, and can turn themselves into trees.
- Transflormation: A green hag can cast tree shape at will.
Also called iron hags, annises are the strongest and most brutal of the common hags. Eschewing trickery and guile, they prefer to hunt their targets down and brutally tear them limb from limb before feasting on their flesh.
- Cold Iron: An annis' claws count as cold iron for the purposes of inflicting damage.
- An Ice Person: They possess the innate ability to afflict other creatures with frostbite, project cones of icy energy, summon wintry weather events, and create walls of ice. They can also climb on and walk across icy surfaces without difficulty and create staffs of steel-hard black ice. In addition, they grant the ability to walk safely across ice and see through flying snow to other hags within their coven.
- See the Invisible: Winter hags have see invisibility as a constant spell-like ability.
- Weather Manipulation: They can call up banks of fog and create windy or icy weather.
- Your Soul Is Mine: Night hags trap the souls of their prey in soul gems to be sold on markets.
Powerful cousins of night hags, dreamthief hags hunt dreaming minds in the Dimension of Dreams.
Hags so consumed by bitterness that they tore out their own eyes and tongue, as well as the light from their soul. Their stats can be found in The Harrowing or online here.
- An Ice Person: They are immune to cold and have access to a number of ice-based abilities, such as breathing freezing mist and creating localized ice and sleet storms, and their shamans can summon ice elementals. Conversely, they are very vulnerable to fire.
- Beast Man: Adlets are a fairly typical example of the barbaric bestial humanoids living in the wilderness. They resemble human-sized, humanoid wolves with snow-white fur, and live in tribal groups in the arctic north. While not evil — they're Chaotic Neutral as a rule — they're very aggressive and barbaric, and regularly come in conflict with other races and cultures who attempt to settle their frozen homelands. They also have no taboo against cannibalism and often eat their dead, which hasn't helped their public view among other species very much.
- Blade on a Stick: They favor spears in combat, and have bonuses for using them.
- Breath Weapon: Adlets can exhale a freezing mist that deals cold damage and staggers opponents.
- I'm a Humanitarian: Adlets have no social taboos against cannibalism and usually eat their dead instead of burying or cremating them.
- Captain Ersatz: To the bullywugs of Forgotten Realms.
- Evil Luddite: They absolutely hate technology and arcane magic.
- Family Values Villain: Disrespecting the Tribe Elder is a good way to get yourself killed.
- Frog Men: Boggards are short, evil humanoids resembling large upright frogs, with no society beyond crude tribes living in muddy villages deep inside swamps and rainforests. They typically resemble common frogs, although those inhabiting tropical regions often have bright colors resembling those of poison arrow frogs. They start their life as tadpoles hatched in birthing pools, slowly growing in their limbs and climbing out of the pools once fully grown. They typically worship Gogunta, the demon lord of swamps and amphibians, and ally themselves with amphibian-like monsters such as froghemoths.
- I Am A Humanitarian: And unlike the Lizardfolk, they have no problem with helping speed up the process.
- Monstrous Cannibalism: A core part of their society.
- Sadly Mythtaken: In Celtic folklore, boggards were jilted, vengeful Brownies.
- Shadow Archetype: To the lizardfolk. Like the lizardfolk, they are an incredibly old race that is slowly dying out. Unlike the lizardfolk, they seem to blame the mere existence of other races, cultures and ways of thinking for their predicament. It should also be noted that the boggards have more or less the opposite attitude to the lizardfolk when it comes to intra-tribal conflict. The lizardfolk, for their part, loathe boggards and view their society as a degenerate mockery of their own.
- Social Darwinist: Any boggard not strong enough to fend off constant betrayal and attacks is, by their estimation, only worthy of becoming food.
Big, hairy, fang-y and a lot smarter and sneakier than they have any right to be, bugbears aren't motivated by any kind of urge or goal that other humanoids can understand. They kill because they hate you and want to see you suffer.
- Elemental Shapeshifting: A variety of bugbears, the wetland-dwelling murds, can turn themselves into piles of living, moving mud.
- For the Evulz: Bugbears kill to cause maximum pain and suffering to the victim's loved ones.
- Our Goblins Are Different: They're different even from other goblinoids in Pathfinder. Hobgoblins tend to find them notoriously risky to deal with, as their need to spread suffering doesn't exclude other goblinoids.
- Stealthy Colossus: Downplayed. They're around seven feet tall and incredibly bulky, but are disturbingly stealthy.
- To Serve Man: Many bugbears' favourite food is human flesh.
- Troll: Not literally, obviously, but they are nightmarishly good at emotional manipulation.
- Underground Monkey: Numerous kinds and variants of bugbear exist, including wikkawaks (white-furred, arctic bugbears), kardans (gray-furred bugbears good at magically disguising themselves), murds (swamp-dwellers capable of turning themselves into living masses of tarry mud), slate-stalkers (urban bugbears capable of selective invisibility and immune to fire), koblaks (partway undead bugbears that are born dead and reanimate afterwards) and frightful haunters (bugbear specters who can create haunts).
- Why Did It Have to Be Snakes?: The swamp-dwelling bugbears known as murds are terrified of snakes and refuse to enter houses where these animals are kept, and people living in their territories often adopt various sorts of serpents as pets or guard animals, or openly revere snake gods and spirits, to keep the murds away.
While single hags can only ever birth changelings, groups of hags can use their combined witchcraft to create abominable male children known as Caliban. Their stats can be found in Tears at Bitter Manor or online here.
Official Fan-Submitted Content: The caliban was created by a participant in Paizo's RPG Superstar 2013 event.
- Ascended Extra: Downplayed, but in Dungeons & Dragons, they never really got any backstory or information about their culture despite existing since 1st edition. Pathfinder gives them a fairly elaborate backstory and culture.
- Dark Is Not Evil: Despite looking dark and creepy, most types of dark folk aren't evil and have the Chaotic Neutral alignment.
- Defeat Equals Explosion: All dark folk have a tendency to explode when killed, though the exact nature of the explosion varies by caste.
- Day Hurts Dark-Adjusted Eyes: The dark folk can see perfectly in darkness and are blinded by the light.
Intermediaries between clans of caligni, answerable to no-one but dark stalkers and callers. Their Pathfinder 1st Edition stats can be found in Bestiary 4 or online here.
- Defeat Equals Explosion: When a dark creeper is killed, its body vanishes in a flash of blinding light.
- Villainous Harlequin: Downplayed, as they are Chaotic Neutral, but one in the picture is dressed in purple and black ribbon like strips that form a harlequin's hat-like shape.
The lowest caste of caligni. Their Pathfinder 1st Edition stats can be found in Bestiary 1 or online here.
- Defeat Equals Explosion: When a dark creeper is killed, its body vanishes in a flash of blinding light.
- Happiness in Slavery: In a dark creeper tribe led by dark stalkers, the stalkers live a decadent life and treat the creepers like dirt, yet the dark creepers see no inherent imbalance in this arrangement and consider a life in the servitude of a dark stalker to be a life fulfilled.
- The Pig-Pen: Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing.
- Poisoned Weapons: Dark creepers smear their weapons with a foul-smelling black poison.
Caligni with emotion-altering powers. Their Pathfinder 1st Edition stats can be found in Occult Bestiary or online here.
- Defeat Equals Explosion: When a dark empath is killed, it unleashes a blast of chaotic and infectious emotion.
Caligni with potent supernatural abilities. Their Pathfinder 1st Edition stats can be found in Bestiary 2 or online here.
- Defeat Equals Explosion: When a dark slayer is killed, its body implodes into nothingness, dealing sonic damage as air collapses into the vacuum left by their body.
- The Starscream: Almost universally to the dark stalkers.
The undisputed leaders of caligni society. Their Pathfinder 1st Edition stas can be found in Bestiary 1 or online here.
- Defeat Equals Explosion: When a dark stalker is killed, its body combusts in a flash of flame.
- Dual Wielding: Dark stalkers prefer dual swords over all other weapons.
- Poisoned Weapons: Dark stalkers smear their weapons with a foul-smelling black poison.
A priestly caste that can summon owbs from the Shadow Pane. Their Pathfinder 1st Edition stats can be found in Bestiary 4 or online here.
- Defeat Equals Explosion: When killed they erupt into a blast of blisteringly cold shadows.
A highly disciplined warrior caste. Their Pathfinder 1st Edition stats can be found in Cradle of Night or online here.
- Defeat Equals Explosion: When they die they explode in a balst of fire that turns their bolted-on armor into a blast of shrapnel.
- Eyeless Face: Being born without eyes is what gets one assigned to the dark champion caste.
- Multi-Melee Master: Thanks to their Fighter Training, they're proficient with all simple and martial weapons.
- 24-Hour Armor: By necessity, as it's literally bolted onto them.
The calikang is a much sought-after guardian of treasuries, harems, and fortifications. Legend holds that, an untold number of eons ago, one of the thousand deities of Vudra failed at a task, and the first calikangs were born from that gods severed fingers. Calikangs have powerful sense of guilt and shame over their divine sources ancient failings, and they believe that if enough calikangs protect worldly holdings from robberies or destruction, this inherited sin will someday be wiped clean.
Legend holds that the charau-ka stem from the demon lord Angazhan, who transformed the bodies of the first humans that tried to wage war against his cult, causing the dead to rise as the first apemen. Today, they are one of the most fecund and widespread races of creatures in the Mwangi Expanse.
Deathsnatchers are chimeric beings who lurk amid the ruins of fallen civilizations, where they raise legions of undead servants and play at being gods.
- Animate Dead: They can cast animate dead, create undead and create greater undead as innate spell-like abilities, and any creature they kill through negative energy damage instantly rises as a bodak under their control.
- Beware My Stinger Tail: They have scorpion tails, which they can use in combat to inject their foes with venom.
- Mix-and-Match Critters: Deathsnatchers are humanoids with the heads of jackals, the wings of birds and the tails of scorpions.
- Necromancer: They're natural necromancers, being innately able to create and control undead beings, and typically create large numbers of undead as servants and worshippers for themselves.
- Winged Humanoid: Deathsnatchers has large, flight-capable bird wings.
- Ascended to a Higher Plane of Existence: Elder deep ones ascend to the status of near-gods in deep one society.
- Fish People: Deep ones are approximately human-shaped but have a fishy, froggy appearance.
- Gigantic Adults, Tiny Babies: Normal deep ones are roughly human-sized, while elders can reach the size of a Tyrannosaurus.
- Half-Human Hybrid: Deep ones can produce hybrids with humans.
- Large and in Charge: Elder deep ones, who are in charge of their society, tower far over their younger kin.
- Meaningful Rename: Many elder deep ones claim the names of monsters or gods for their own like Mother Hydra and Father Dagon.
- Religion of Evil: All deep ones worship the the Outer Gods or the Great Old Ones.
- Time Abyss: They don't age. Period.
- Underwater City: Deep one cities are nestled in vast submerged canyons.
Once a group of pechs, the unfortunate souls journeyed too far from home and went mad from the isolation. Now they resemble spindly, wild-eyed gnomes who are fond of abducting people in the night to conduct sinister tests.
- Body Horror: They are constantly in competition with the drow to see which race produces the best Fleshwarpers.
- The Greys: Even after actual Greys are introduced, the derro fill this role pretty well, being short, grey-skinned, dark-eyed humanoids who abduct people in the middle of the night to perform strange experiments on them.
- Insanity Immunity: They are immune to wisdom drain thanks to this. Honestly, they're not using that connection to reality anyway!
- Bird People: They're muscular, humanoid crows with powerful arms instead of wings.
Pale, gaunt beings with alien agendas, they possess the ability to change shape at will and see through illusions.
- Doppelgänger: Shapeshifters who adopt the forms of other beings and attempt to replace them, sometimes to take over their lives or to sow discord while framing the one they've replaced.
- Lean and Mean: They usually appear as enemies, and their natural form is gangly and half-finished.
- Mainlining the Monster: A doppelgänger's skin can be used to replace polymorph spells when crafting magic items.
- Voluntary Shapeshifting: Their iconic ability, which allows them to take the form of any other humanoid.
Not truly their own species, though interbreeding may one day make them so, flinds are the product of controlled breeding practices by the dominant females of gnoll packs.
- The Grays: They are a malevolent race of alien humanoids with grey skin, long, willowy limbs and a bulbous head with oversized black eyes that often abduct people.
A race from a rogue planet that raid other worlds through portals for resources.
Their stats can be found in The Dragon's Demand, Bestiary 5, or online here.
- Bird People: Harpies resemble human women with birdlike wings, talons instead of feet and feathers on their arms and around their faces.
- Harping on About Harpies: Women with the wings and talons of raptorial birds. They aren't necessarily ugly — in fact, their artwork tends to make them look fairly attractive, if inhuman — but they have absolutely no sense of hygiene (and powerful musk). They may not be bad to look at, but you can usually smell them coming a mile away. They are explicitly a One-Gender Race that must mate with humanoids to procreate... unfortunately, not only do they tend to be sadists, they usually eat their partners when they're done.
- Literal Man Eater: Harpies are exclusively female, requiring them to breed with the males of other humanoid species to procreate... males that they devour after the fact. It's mentioned in one sourcebook on Classical Monsters that, in Harpy society, not eating the father of one's daughter is a shameful event, unless said male is strong enough that he's more worthwhile if kept alive.
- Mars Needs Women: Gender Inverted: they are Always Female and require men from other humanoid races to reproduce. Considering how repulsive most of them are, there is only one way for them to do so...
- One-Gender Race: They're always female, requiring them to breed with other humanoids to procreate.
- The Pig-Pen: Most of them smell terrible and are covered in filth and blood. The books do note that the rare non-evil harpy usually tries to keep herself clean, especially when interacting with other races, which makes sense as, if a scary-looking creature said you could trust her, would you be more or less likely to believe her if she was covered in filth and blood?
Spider-women know for their habit of seducing and devouring humanoid maters, the jorogumos became the feared rulers of the ruined country of Shenmen after the collapse of Lung Wa.
- The Beastmaster: They can magically control common spiders.
- Black Widow: Literally, in this case. Jorogumos are serial killers of their own mates as a matter of course.
- Eaten Alive: Jorogumo eggs are laid within their own incapacitated humanoid fathers, and after hatching the infant makes her first meal out of her still-conscious, paralyzed parent.
- Fantastic Racism: Jorogumos despise tengus, and take every chance they can to kill and torment them.
- Tsuchigumo and Jorogumo: Jorogumos are monsters resembling highly attractive humanoid women with spider legs sprouting from their backs, which they can retract or extend at will. They reproduce by seducing humanoid males, paralyzing them after copulation, laying an egg in their bodies, cocooning them and leaving them helpless and bound until the infant hatches and eats her way out of her father. The campaign setting has a country, Shenmen, ruled by jorogumos, who took over when its government collapsed and monsters overran it.
- Kappa: Humanoid turtles that love to play pranks on swimmers (although angry or depraved individuals may drown them instead). They retain their mythological love of cucumbers and their unfailing courteousness towards polite visitors, as well as their head-bowl weakness, which staggers and immobilizes them.
Every few generations, a lizard scion is born to a lizardfolk tribe. With twice the life span of a typical lizardfolk and a large and muscular stature, a scion typically rises to become the leader of thier tribe
Snake-haired humanoids with petrifying gazes, medusas covet knowledge and often amass large stores of esoteric knowledge. While most famous for their ability to turn others into statues with a glance, medusas are also skilled infiltrators rumored to have made their way into numerous organization and often highly skilled archers.
- Deadly Gaze: A medusa's gaze can turn victims into stone.
- A Kind of One: In Greek mythology, the snake-haired women whose gaze turned people to stone were called gorgons, and there were only three. Medusa was, specifically, the personal name of one individual gorgon. Like D&D, Pathfinder treats "medusas" as the name of an entire species of beings.
- Mainlining the Monster: Medusa eyes can be used to craft items requiring either flesh to stone or stone to flesh in their creation.
- Medusa: Snake-haired women with a petrifying gaze, adapted directly from Classical Mythology. They are thought to have originated in the islands of Iblydos, Pathfinder's Fantasy Counterpart Culture of Ancient Greece.
- One-Gender Race: All medusae are female, requiring them to breed with humanoid males to reproduce.
- Snake People: Brazen medusae, the daughters of medusae and particularly powerful humanoid males, have the bodies of giant, bronze-scaled snakes from the waist down.
- Taken for Granite: A victim of a medusa's gaze is turned into stone.
- Winged Humanoid: Mythic medusas have white, angelic feathered wings.
Immensely powerful medusas corrupted by Lamashtu.
Hybrids of man and bull, Minotaurs are infamous for their relentless pursuit of prey.
- A Load of Bull: They're towering, vicious, man-eating humanoids with the heads and legs of bulls, and favor mazes (preferably purpose-built ones, but particularly convoluted cavern systems and ruins work as well) as their homes.
- An Axe to Grind: They strongly favor axes as weapons.
- One-Gender Race: Subverted. It looked for a long time as though they were Always Male, but Ironfang Invasion features a female minotaur officer by the name of Kosseruk. The albino minotaurs known as Ghost Bulls, however, are explicitly sated to only be born male.
- Underground Mokey:
- Great-horned minotaurs have especially developed horns which give them a powerful goring attack.
- Shaggy minotaurs found in cold climates have thick coats that make them resistant to cold damage and broad hooves for walking through the snow, but those same hooves are too heavy to allow them to charge.
- Beast Man: They are able to breed with any other species of humanoid (a fairly diverse category in-game) and inherit their traits, meaning that any given mongrelman can have a wide range of disparate body parts — tusks, vertebrate or arthropod claws, feet or paws or hooves, scales or fur or bare skin, elf ears, a tail, horns or antlers, antennae, vertebrate or compound eyes, etcetera — all on the same body, with the end result usually being a fairly chaotic take on this trope.
The last descendants of Azlant, morlocks descend from those Azlanti who sought refuge underground. In time, they became primitive, deformed beings who now live in scattered bands with few traces of civilization and revere their glorious ancestors as gods.
- Day Hurts Dark-Adjusted Eyes: Daylight is far too intense for their sensitive eyes, leaving them stunned and dazzled under the sun.
- God Guise: It's possible for modern humans to convince morlocks that they're the ancestors they revere, turning them from savage predators to fawning hosts and workers, but such ruses can easily end in disaster.
- Human Subspecies: They descend from surface humans adapted to life underground.
- The Morlocks: Pale, hairless, nearly blind descendants of a once-great human culture, now reduced to a bestial existence underground.
- Precursor Worship: They worship their Azlanti ancestors as gods, and treat the ruins of the cities as holy places.
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
- Above Good and Evil: They don't care about morality or emotions, just that fate comes to pass regardless of the repercussions for other creatures or even themselves.
- Abstract Eater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
- Black Box: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
- Chekhov's Gun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
- The Chessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
- Compelling Voice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
- Dark Is Not Evil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
- Death Ray: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
- Discard and Draw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
- Glowing Eyes of Doom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
- God Guise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
- Good Wings, Evil Wings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
- Hell Is That Noise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
- In-Series Nickname: Old elven works call them the Heralds of Doom.
- I Work Alone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
- Large and in Charge: Mothman elders are a full size category bigger than typical mothmen.
- Laser-Guided Amnesia: They can cast modify memory, using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
- Man Behind the Man: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
- Monster Lord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
- The Mothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
- Multiple-Choice Past: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
- Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
- They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
- They're from the future and are making sure the past takes course such that they will exist.
- The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do for shits and giggles.
- Never Ending Terror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
- New Powers as the Plot Demands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting fireball to kill their opponents, but things like rusting grasp to weaken a structure or major image to lure someone to a particular location at a particular time.
- No Body Left Behind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
- Our Cryptids Are More Mysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
- This Was His True Form: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
- Time Abyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
- Soul Jar: Mothmen can create magical amulets known as mothman mementos, usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
- The Spook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
- The Voiceless: Some say they never speak, while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
- You Can't Fight Fate: All too often, there's nothing anyone can do to foil their machinations.
- Your Mind Makes It Real: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
Pretty much exactly What It Says On The Tin, goblins mutated though arcane contamination, radiation, the "blessings" of their gods, or any of the other dozens of hazards they like to hang out around. This template can only be applied to goblins and does not change their creature type.
A species of humanoid with very large ears.
Their stats can be found in Murderer's Mark or online here.
- Ear Wings: Their ears are large enough to give them a fly speed and can be used for bludgeoning attacks, which are listed as wing attacks in their stats.
- Public Domain Character: According to the writings of Pliny the Elder, the panotti were a strange race of people living on All-Ears Island off of Scythia.
- Bat People: Sabosans are evil jungle-dwelling humanoids with claws, fangs, pointed ears, and large bat wings growing from their backs. They drink blood, echolocate in the dark and can emit deafening shrieks, and are greatly feared by the communities subject to their predations. They're speculated to descend from regular humans who were infected with vampirism but managed not to succumb to undeath, or from cultists of demonic powers.
- Bloodsucking Bats: They drink humanoid blood.
- Vertebrate with Extra Limbs: Six — two legs, two arms, two wings.
- Winged Humanoid: They have flight-capable bat wings on largely humanoid bodies.
Alarmingly well-organized aquatic raiders with power over sharks.
- Alluring Anglerfish: Some sahuagin mutants have glowing tendrils growing from their foreheads, which they can use to confuse and entrance other creatures.
- Fantastic Racism: Sahuagin hate all other races with a passion, especially the aquatic elves.
- Fish Person: Apart from the bipedal stance and limbs like those of an advanced tetrapodnote , they resemble fish far more than they do humans. They have large fins down their backs, entirely fishlike heads, mouths full of needle-like teeth, extremely thin bodies and long, sinuous tails.
- Multi-Armed and Dangerous: Mutant sahuagin are fairly common, with this mutation in particular being fairly iconic.
- Mutant: Sahuagin are very prone to mutations, and it's not uncommon to see a tribe or raiding party with one or multiple visibly mutant members. Certain variations are particularly common, including four-armed sahuagin, malenti who resemble aquatic elves, hulking throwbacks to the sahuagin's prehistoric past, sahuagin with shark tails instead of legs, eyeless sahuagin with glowing lures, and sahuagin covered in needlelike spines.
- Threatening Shark: The sahuagin have a strong association with sharks — besides looking generally shark-like themselves, actual sharks are the only creatures they do not despise on some level, and sahuagin also have the ability to communicate with sharks.
- Bigfoot, Sasquatch and Yeti: Sasquatches are large, reclusive apelike humanoids native to temperate forests. Their extremely secretive lifestyles mean that, even a world of dragons, elves and fairies, sasquatches are a mysterious species cloaked in superstition and disbelief.
- Suspiciously Similar Substitute: Physically at least, they sound very similar to the Valashai (a race of evil giant reptilian humanoids who enslaved hundreds of races and ruled an empire in the Valashmai Jungle until the Earthfall destroyed their empire and they left for parts unknown), and even have "warm jungles" as their prefered habitat. What connection they have, if any, is unknown. Might they be some decendents of the Valashai who were left behind by mistake and forgot their origins?
Once, before mammalian humanoids rose to prominence, the Serpentfolk ruled a massive, bloodthirsty empire. The Azlanti, backed by their enigmatic patrons the Aboleths, rose up, annihilated their civilization and decapitated their immortal god. Now, with their divine patron in pieces and their society shattered, they seek revenge.
- Abusive Precursors: Their empire once ruled Golarion for millennia, and were infamous for their tyranny and callous treatment of so-called lesser races.
- Alternate Company Equivalent: Of the yuan-ti from Forgotten Realms, who were claimed as Product Identity by Wizards of the Coast and therefore could not be used by Paizo. Both are malevolent races of snake people that once ruled the world before humans overthrew them, and now hide in dark corners of the world while trying to take back their empire; both also practice human sacrifice and send human-looking agents to infiltrate and sabotage human society.
- Arch-Enemy: They were once this to the Azlanti.
- Dumb Muscle: The aptly named degenerate serpentfolk have 20 strength but only 4 intelligence (barely enough to qualify as sentient), and no magical powers.
- Evil vs. Evil: They do not get along with the Aboleths.
- The Magocracy: They prized magic, arcane or divine, over all. Most of the species has degenerated and lost much of their intelligence and magical power.
- Master Race: Serpentfolk view all other races incapable of telepathy as nothing more than slaves.
- Playing with Syringes: The few of their species that have retained their magic perform experiments on their degenerate brethren to restore them, which usually leave them dead or insane.
- Public Domain Character: The serpentfolk were taken almost wholesale from Robert E. Howard's serpent people.
- Reptiles Are Abhorrent: Selfish and hostile to humanity.
- The Reptilians: Even in a game with actual reptoids, the serpentfolk are still the most prominent example of this trope. They hide among warm-blooded races wearing (purely cosmetic) disguises to conceal the monster within.
- Vestigial Empire: They were almost entirely destroyed by the Azlanti, and only a few scattered holdouts of serpentfolk civilization still exist — the vast majority either died out or reverted to savagery.
The fishlike skum were originally bred from human stock by the aboleths as a Slave Race, and were abandoned to their fate when the aboleth empire fell. Nowadays, they live in scattered tribes and settlements throughout the underground seas of the Darklands and in a few surface oceans. While biologically immortal, they cannot breed with each other as theyre all male, so they breed with human women to create Half Human Hybrids that mature into adult Skum upon dying of old age. They were originally named the ulat-kini, though no one remembers this anymore — certainly not the skum themselves.
- The Ageless: Skum do not age, and can live potentially forever.
- Expy: The skum are fish-like humanoids that inhabit hideous sunken ruins and cross-breed with humans to create hybrids that inevitably turn into others of their kind, providing humans with the bounty of the sea in exchange for mates. Its not difficult to see how these guys were inspired by H. P. Lovecrafts own Deep Ones.
- Fish Person: They resemble a humanoid cross between a frog and a particularly ugly fish.
- Half-Human Hybrid: Skum are all male, but theyre apparently still close enough to humans to be able to breed. The results of these unions are misshapen and deformed, but on reaching the point when they would die of old age they instead transform into a full skum.
- Mars Needs Women: Because there are no female skum, they instead seek to mate with human women to keep their numbers up.
- One-Gender Race: All skum are male, and depend on human females to breed.
- Prongs of Poseidon: They favor tridents in combat, although they have been known to use other weapons.
- Slave Race: They were originally created as a race of slave soldiers for the aboleths.
Gaunt, blood-drinking humanoids who live in the depths of Orv, the urdefhans were created by daemonic powers to bring death and desolation to the material plane.
- Arch-Enemy: Of the munavri, with whom they contend the Sightless Sea and whom they're especially preoccupied with eradicating. The other descendants of the Azlanti, such as mongrelmen, morlocks, dark folk and gillmen, are this to a lesser extent due to the urdefhans' obsession with snuffing out all remnants of Azlant.
- Eyes Do Not Belong There: Urdefhans have a third eye in the back of their mouth. They believe this to have better vision than their normal two, and sometimes cover their frontal eyes and see through their open mouth.
- For the Evulz: An urdefhan seeks to inflict as much death as possible upon the world before it perishes. To them, death and extinction are holy goals in and of themselves.
- Horse of a Different Color: Their favored mounts are skavelings, immense undead bats.
- National Weapon: Urdefhans have developed many strange weapons, but none are more iconic than the two-bladed rhoka sword, and all urdefhans are proficient in its use.
- Omnicidal Maniac: Their cultural end goal is nothing short of the total genocide of every other species.
- Semi-Divine: Urdefhans are infused with daemonic energies from Abaddon, and usually have daemon fathers since male urdefhans are sterile.
- Taking You with Me: Urdefhans can detonate the daemonic bond in their souls, causing them to explode in a burst of negative energy.
- Humanoid Aliens: Witchwyrds are alien to Golarion, and have a relatively humanoid body.
Smelly, degenerate, demon-worshiping, cave-dwelling Lizard Folk. (Technically not related to actual lizardfolk, mind you)
- Asshole Victim: They are favored targets for drow fleshwarping.
- Demon Lords and Archdevils: Their patron, the demon lord Zevgavizeb.
- Fartillery: This bears repeating: they smell so bad that their stench alone can kill you.
- Lizard Folk: Upright humanoid reptiles that live in primitive societies, tame common lizards, and are straggling remnants of an ancient empire that flourished when reptiles still ruled the world.
- Precursors: Troglodytes are one of the oldest of intelligent races, and their empire was once among the largest in the world. At the dawn of time, the troglodyte civilization was generations ahead of other humanoid races, who were still cave-dwelling fire worshippers, until they overthrew the troglodytes, who are now the cave-dwelling savages instead.
- Puppet King: Troglodyte chieftains who do not have divine power are usually mere mouthpieces and puppets that answer to the beck and call of the local seer or shaman.
- The Remnant: Of an ancient empire from before humanity rose to prominence.
- Reptiles Are Abhorrent: These reptiles are degenerate creatures that worship a demon lord.
Xulgath are the proud remnants of Golarions once mighty troglodyte empires.
- An Ice Person: Yetis are more than just adapted to living in icy climates — supernatural cold permeates their bodies, radiating from them in an icy aura and dealing cold damage to anyone they strike in melee; they're themselves immune to cold, but vulnerable to fire.
- Bigfoot, Sasquatch and Yeti: White-furred, apelike creatures that live in isolation on the highest peaks of snowbound mountains. They're usually at least neutral and some actively work to fight back various eldritch horrors, but the only ones humans are likely to meet are the Ax-Crazy exiles who have been forced out into the lowlands.
Giant-KinA collection of humanoids joined by their shared subtype, their enormous sizes (which can be anywhere from twice the height of a man to a good couple stories tall) and the fact that they're often inspired by real-life myths of giants and similar beings.
- Mainlining the Monster: Shading between this and straight-up Human Resources, giant muscles, tendons and sweat glands can be used as stand-ins for enlarge person when creating magic items or to create any magical melee weapon.
- Our Giants Are Bigger: Giants are a varied group of humanoid species of at least Large size that speak the Giant language. Other than that, all giant subspecies are very different from one other.
- In terms of size, they range from the Large stone, hill and marsh giants, who are around twice as tall as a human (but in the latter two cases proportionally much broader), to the taiga, fire and frost giants up to three times a human's height, to the Huge storm and cloud giants, who often top twenty feet in height but have much more human-like proportions, to the Gargantuan rune giants forty feet from head to toe.
- Many types of giant are directly inspired by real-life mythology and folklore. Fire and frost giants, for instance, are directly inspired by the jotunns of Norse myths; cloud giants, with their homes full of magical treasure and legendary ancestors who lived in the actual clouds, take inspiration from Jack and the Beanstalk and similar stories.
- Slave Race: Giants of all kinds toiled as slaves in Thassilon, as the runelords found their immense strength a valuable asset for raising their immense monuments and on the battlefield alike.
- Underground Monkey: They come in a very large number of variants themed around numerous environments and elements — barbaric, ice-resistant frost giants, fiery and tyrannical fire giants, brutish hill giants, lightning-wielding storm giants, raft-living river giants, elf-like wood giants...
- Deadly Prank: They think killing a friend with a prank is just good, clean fun.
- The Plaguemaster: Downplayed, but almost all ash giants carry ash leprosy. The disease doesn't hurt the giants a bit, but anyone hit by their attacks risks getting infected.
- An Axe to Grind: Cave giants prove remarkably adept with axes of all varieties.
- Primal Stance: Stooped over in a perpetual crouch, cave giants move as if they had never mastered walking erect.
- Skeletons in the Coat Closet: Cave giants often clad in armour patched together from the bones of past victims.
- To Serve Man: Slaves of cave giants often find themselves fed to either the giants themselves or their lizard pets.
- Fantasy Counterpart Culture: They're basically 13 foot tall Native Americans.
- Friend to All Living Things: They have spells that allow them to talk to animals and are kind to animals in general.
Reclusive, refined giants who inhabit the peaks of high mountains — or, according to rumor, the very clouds — and who very between benevolent protectors of smaller races and cruel, arrogant raiders and tyrants.
- Amazing Technicolor Population: Cloud giants tend to have milky white, light gray or sky-blue skin.
- The Beastmaster: Cloud giants often tame flying creatures to serve as pets, war animals and mounts; regular birds, griffins and hippogriffs, Roc Birds and air elementals are commonly seen in all cloud giant holds, while explicitly good-aligned giants often keep pegasi and dragon horses while their evil kin prefer wicked creatures such as harpies.
- BFS: Cloud giants can wield far bigger weapons (by their standards) without much difficulty.
- Elemental Eye Colors: Their eyes tend to be gray, violet or blue, matching their ability to create fog and mist and their rumored former ability to walk on clouds.
- The Fashionista: Cloud giants dress in the fanciest clothing and jewelry possible. To them, appearance indicates station.
- Horse of a Different Color: Cloud giants often use rocs as flying mounts.
- Might Makes Right: As the evil cloud giants see it, if you can't keep others from taking your property, your lands and your freedom then you didn't deserve to have them in the first place.
- Slave Mooks: The Runelords of Thassilon routinely enslaved cloud giants to use as shock troops in their wars.
Resembling enormous, fiery, evil dwarves, the fire giants are the most warlike and militaristic of the giants.
- Amazing Technicolor Population: The skin colors of fire giants range from bright scarlet through brick red and deep crimson all the way to soot-black.
- Armies Are Evil: Their characterization tends to hinge on two things first and foremost. Firstly, they're incredibly militarized, tending to vary between being armies with countries to being self-sustaining armies without even a pretense at civilian life, and their lifestyles revolve around either being soldiers, leading soldiers or supporting the army's war machine. Secondly, they're oppressive, evil, borderline fascistic warmongers and slavers who live for toil, warfare and the slaughter and subjugation of "lesser races".
- BFS: Their favored weapons are enormous two-handed swords.
- The Blacksmith: Fire giants are removed for their skill in working and shaping steel, especially when it comes to making weapons. Fire giant-made blades are highly sought after by all other giants, where owning one of their crafts carries tremendous prestige, and more rarely among smaller humanoids as well.
- Elemental Hair: Written material on fire giants tends to describe their hair and beards as bright red and reminiscent of fire and flames, and supposedly glowing like coals when their tempers are roused; in practice, pictures of fire giants forgo the "reminiscent" bit and simply give them Flaming Hair.
- Flaming Hair: Art of fire giants usually shows their hair and beards as blazing manes of fire. Mythic fire giants have beards made out of lava.
- Flaming Sword: They have access to a special variant that aids in burning buildings and other structures.
- Lawful Evil: To the extreme. Their entire society is structured like an enormous army, with everything being about fighting, training and strict obedience.
- Playing with Fire: Their bodies are so hot that the boulders they throw are super-heated.
- Proud Warrior Race Guy: Similarly to hobgoblins, their society is based almost entirely around the military.
A race of vicious and brutal giants who act as raiders in the north, especially in the Realm of the Mammoth Lords.
- Amazing Technicolor Population: They typically have ice-blue skin.
- An Axe to Grind: They almost universally favor enormous greataxes.
- The Beastmaster: They have a talent for taming powerful beasts such as mammoths and remorhazes, and for subjugating less intelligent monsters such as white dragons, yetis and worgs.
- Blood Knight: They live for battle and slaughter, and their battle lust and propensity for brutality has made them some of the most feared of giantkind.
- Grim Up North: These vicious, gigantic reavers and barbarians make their home in the utmost north of the world; the furthest south they're found is in the very north of Avistan, and most of them live in the ice-locked Crown of the World, Golarion's northernmost continent.
- Horns of Barbarism: They're almost always depicted with helmets adorned with the horns and tusks of gigantic beasts.
- Horny Vikings: They're effectively land-bound vikings, complete with horned helmets, lifestyles of constant raiding and jarls and thralls.
- I'm a Humanitarian: Some frost giants are known to practice cannibalism, eating fellow giants who fall in battle or whom the tribe judges weak.
- Klingon Promotion: If a frost giant wants to be the new jarl of the tribe, they first need to challenge and kill the old jarl.
- Made a Slave: Frost giants are enthusiastic slavers, and the survivors of their raids risk finding themselves shackled to a frost giant slave handler and marched off as the giant band's newest slaves.
- Rape, Pillage, and Burn: Most frost giants sustain themselves almost through raiding and pillaging other intelligent beings, picking fights with whomever they come across to obtain loot, provisions and slaves.
Like ogres, but with a bit more of a martial bent.
- Even Evil Has Standards: Hill giants may be brutish, violent and destructive barbarians, but even they think ogres are depraved.
- My Species Doth Protest Too Much: Solitary non-evil hill giants can rarely be found in humanoid societies working as labourers or soldiers. They are despised by other hill giants at large and are often attacked on sight.
- Archer Archetype: Jungle giants usually fight with bows, which they consider to be sacred and do not allow outsiders to touch.
- Matriarchy: Jungle giant tribes are matriarchal, ruled by an elder female.
- Power Tattoo: Their skin bears protective runic brands etched as a rite of passage into adulthood.
Degenerate, cannibalistic giants who live in coastal marshes and worship alien powers.
- Frog Men: Marsh giants have frog-like faces, bulbous black eyes, green skin and webbed fingers, official material outright describes them as "froglike", and they dwell in swamps, preferably those near the sea. Further, the one species they ever get along with are the likewise swamp-dwelling bipedal frogs known as the boggards.
- Hooks and Crooks: Marsh giants typically use a hooked club called a gaff.
- Hybrid Monster: Some marsh giants breed with abominations from the deepest seas to produce deformed offspring called brineborn.
- Monstrous Cannibalism: Many marsh giants are cannibals: they often attack fellow tribe members just to gorge on a particularly fearsome or delicious-looking relative.
Mighty, tempestuous and blue-skinned titans who rule hidden realms beneath the seas.
- Amazing Technicolor Population: Their skin is in the colors of the sea, generally ranging from deep blue to pale green.
- Lord of the Ocean: They embody a non-divine version of this, being moody and mercurial blue-skinned rulers of the seas who, depending on personal inclination, may be either benevolent if moody wardens of the undersea world who protect their charges from lofty coral towers or malevolent destroyers who force their will on the people of the sea and send storm and monsters to destroy any ship that crosses their territory.
- Making a Splash: They can create vortexes and rolling orbs of water, and give themselves the ability to breathe water.
- Prongs of Poseidon: Fittingly for their role as lords of the seas, their default stats have them wielding masterwork tridents,
- You Gotta Have Blue Hair: Their hair colors range from from a foamy white to blue to coral pink.
- Amazing Technicolor Population: Their skin is usually green, varying from yellow-green shades to rich jade.
- Born Under the Sail: They live their lives upon their rafts and houseboats, wandering the rivers of the world. When they keep permanent homes, these are usually utilitarian huts on islands or rock formations located where large rivers come together, which serve mainly as storage spaces and travel hubs while their owners wander the breadth of the waterways.
The largest and most powerful of the giants, rune giants were created by the Runelords as taskmasters to control their lesser kin.
- The Dreaded: Other giants fear and hate them, as their massive size, immense physical power and ability to magically dominate and enslave any other giant, as well as their role as slavemasters over their kin in ancient Thassilon, have led to them becoming the boogeymen and nightmares of giant culture. When rune giants settle or are discovered in an area, even the most powerful and bellicose of giants don't attempt to confront them or fight them off — they all just pack up and get as far away from them as they can.
- Everything's Better with Samurai: They have a very samurai-esque aesthetic, despite living nowhere near Minkai.
- Grand Theft Me: The runelords habitually used occult rituals to enter the bodies of their rune giant servants, allowing them to fully control the giant's body and cast spells through it, in order to make use of their prodigious strength and ability to magically enslave other giants.
- Large and in Charge: A size category larger than any other breed of giant, and able to magically control their smaller kin.
- Our Giants Are Bigger: Emphasis on the "bigger", as they tower over even other giants and about 40 feet tall on average.
- Non-Human Humanoid Hybrid: The original rune giants were created by crossbreeding fire giants and taiga giants.
- Power Tattoo: The runes that are tattooed onto them allow them to control other giants.
- True-Breeding Hybrid: They were originally created by the Runelords as hybrids of fire and taiga giants, they breed true with no particular issue and they've remained a stable independent species since the fall of the empire that bred them into existence.
- You Gotta Have Blue Hair: They tend to have fiery red hair.
- Non-Human Humanoid Hybrid: The first slag giants were created by crossbreeding fire giants and stone giants.
- True-Breeding Hybrid: They were originally created by the Runelords as hybrids of stone and fire giants. In the modern day they breed true with no particular issue and they've remained a stable independent species since the fall of the empire that bred them into existence.
One of the oldest of all giant kinds — only hill and taiga giants can claim to have been around as long — the stone giants are a highly traditionalist people who shun cultural changes. According to their myths, they share a common ancestry with the taiga giants, from whom they were split by the influence of Thassilonian magic, and are the root stock from which all other giant kinds were created by deities and the Runelords.
- The Beastmaster: Stone giants often keep powerful, primeval creatures — cave bears are a favorite, serving a role similar to dogs', but dire wolves and mammoths are also kept by some communities, while others use gorgons as a sort of livestock.
- Chameleon Camouflage: A favourite tactic of stone giants is to stand motionless, blending themselves into the background.
- Dishing Out Dirt: Some stone giants elders develop abilities related to mud and stone manipulation, and stone giant sorcerers are typically of the Deep Earth bloodline.
- Horse of a Different Color: Ancient stone giants often used mammoths as mounts, a practice that some tribes still follow in the modern day.
- Rock Monster: Sort of. Stone giants certainly look the part, with their thick, hairless gray skin, utter lack of hair, rock-gray eyes and craggy, angular faces, and indeed many people in-universe believe them to be animated statues or creatures of elemental earth. In reality, stone giants are made of the same flesh and bone as everyone else, and their rocky countenances are chiefly a form of camouflage in the stony badlands they inhabit.
Benevolent but mercurial colossi most often found living on warm islands and coastlines, where they inhabit immense keeps and towers, storm giants see themselves as protectors of their lands and their inhabitants.
- Amazing Technicolor Population: While most storm giants have human skin colors, certain sea-faring families have blue or sea-green skin. Further, some storm giants are born with purple skin, which is seen as a sign of good luck.
- Bow and Sword, in Accord: Storm giants usually pepper the enemy with arrows initially, and then switch to their swords when foes get close.
- Horse of a Different Color: Storm giants often tame large animals of various sorts as mounts: rocs are popular flying steeds, and they ride whales, large sharks and sea serpents when they need to travel over sea.
- Weather Manipulation: Storm giants have the inborn ability to control weather, especially lighting. This is represented in-game through all storm giants having control weather, call lightning and chain lightning as spell-like abilities.
- You Gotta Have Blue Hair: Occasionally, storm giants are born with purple or dark blue hair.
Nomadic hunters who inhabit deep forests in the far north of the world, where they follow the herds of megafauna on which they depend. Taiga giants are one of the oldest of all giant kinds, and are very likely to be the ancestors of all other giants.
- Barbarian Tribe: They're fiercely territorial, tribal nomads native to the high arctic, and strongly resist the influence of civilization. They're fairly benign as long as they aren't bothered, but respond to encroachments and trespassers in their territories with terrifying ferocity and overwhelming force.
- Blade on a Stick: Their favored weapons are enormous, long-bladed spears that they can use equally well as melee and hurled weapons.
- Guardian Entity: Taiga giants maintain close bonds with the spirits of their ancestors, which can be called upon by their living descendants to protect them from physical and magical harm.
- Taken for Granite: Taiga giants in high standing often wield spears capable of petrifying their targets, who remain statues until the spear is removed.
- You Gotta Have Blue Hair: They tend to have fiery red hair.
Evil giants created from taiga giant slaves in ancient Thassilon, tomb giants are a secretive and feared people who inhabit enclosed, dark underground spaces such as crypts and cavern systems, where they perform horrifying necromantic experiments on anyone unfortunate enough to stumble across their lairs.
- Black Cloak: In the game's art, they're usually shown waring long, hooded black or dark purple robes.
- Evil Is Sterile: Their association with undeath, and more specifically their constant exposure to negative energy and necromantic magic, means that tomb giants are all but sterile, and need to syphon off positive energy from captives in order to conceive.
- The Grim Reaper: They're not actual reapers, but their preference for hooded black cloaks and large scythes, their corpse-like appearance and their association with crypts and the undead are strongly reminiscent of the traditional imagery associated with the embodiment of death.
- Necromancer: They tend to be especially skilled at raising and controlling undead creatures, and are particularly associated with the creation of necrocrafts, unique and horrific undead created from multiple corpses, body parts and metallic components stitched and bolted together.
- Planet of Hats: They're creepy, evil and undeath-obsessed necromancers who live underground — every single one of them.
- Sinister Scythe: Artwork of tomb giants often shows them wielding large, wicked-looking scythes.
- Lizard Folk: They resemble nothing so much as gigantic troglodytes.
- Psychic Powers: Vault giants are natural psions.
- Amazing Technicolor Population: While they have human skin tones in earlier art, the 2nd edition Bestiary depicts them with green skin.
- Forest Ranger: Wood giants consider themselves to have been chosen by nature to be protectors of the wilderness against the spread of civilization, a vocation they dedicate their entire lives to.
- Green Thumb: They can speak with plants and turn themselves into trees.
- Hidden Elf Village: Wood giants are an isolated race, only rarely meeting to trade with other tribes or the occasional elven settlement.
- Our Elves Are Different: They're essentially the giants' version of elves, down to the hidden forest villages, the reverence for nature and the long, pointed ears.
- Stealthy Colossus: Wood giants are fourteen feet tall and weigh well over 1,000 pounds, but can move through thick vegetation with unnerving speed and near-absolute quiet.
Primeval beings created as the ancient titans strode across the young planes, the gigas are a bridge between their divine forebears and the truly mortal giants descended from them.
- Asteroids Monster: According to legend, there used to be only one, primordial titan of their kind, which tore itself to pieces; each sliver of its flesh then formed itself into an Abaddon gigas and went its own way. Some scholars hypothesize that, as Abaddon gigas do not breed or otherwise increase their numbers, the essence of slain gigas flows back to the center of Abaddon, to one day reform the original titan when the last of its spawn will die.
- Pig Man: They resemble bloated, malformed giants with the legs and heads of monstrous pigs.
- Eyeless Face: Abyss gigas have no visible eyes — a slight indenting beneath their foreheads is the most they get in that regard.
- Fantastic Racism: Hell gigas hate fire giants, and delight in tormenting and enslaving them.
- The Ageless: A titan does not age and unless killed by violence, a titan is immortal.
- Our Titans Are Different: Titans are a very ancient race of humanoids that were the first creations of the gods. The giants are their degenerate descendants.
- Drop the Hammer: Elysian titans usually carry an immense hammer made of gleaming metal.
- Walking the Earth: Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power.
- Clingy Costume: Fomorian titans are sealed within their armour.
- A God Am I: In their pride, fomorians created life of their own, so they too might be worshipped.
- Creating Life: Thanatotic titan sculptors created the demodands from the foul clay and waters of the Abyss.
- Evil vs. Evil: Thanatotic titans spend much of their time fighting among themselves or against various demon lords.
- A God Am I: Thanatotic titans see themselves as true icons worthy of worship. Some work to found personal cults among mortals, while others wage unending crusades against the followers of the gods.
- Green-Eyed Monster: When they grew jealous of the adulation the gods received from mortals, the thanatotic titans began a crusade to destroy mortal life.
- Monster Lord: Demodands serve the thanatotic titans as shock troops, generals and slavers.
- Rage Against the Heavens: The thanatotic titans waged war against the very gods who created them.
- The Social Darwinist: Thanatotic titans see the fight for survival between newborn demodand siblings as a necessity to make the race stronger.
- Go Mad from the Isolation: The gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. The hekatonkheires drifted in the void for aeons, and the madness wrought upon them by isolation destroyed their memories.
- Kaiju: Hekatonkheires are 25-ton-heavy monstrosities whose existence is based wholly on the devastation of life.
- Multi-Armed and Dangerous: Each head of a hekatonkheires has two arms of its own, or 100 in total.
- Multiple Head Case: A hekatonkheires has 50 heads each.
- Quest for Identity: Hekatonkheires have no knowledge of why their ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds.
- Rage Against the Heavens: The hekatonkheires sided with the thanatotic titans in their war against the gods.
- Shock and Awe: Hekatonkheires are known for their control over lightning and thunder, and a hekatonkheires' arrival is often prefaced by an abrupt and tumultuous storm.
- Barrier Maiden: Certain danavas have, over the aeons, merged with the cruxes of the universe they oversee. Destroying one of those danava pillars would be a step toward unravelling reality itself.
- Cain and Abel: The danavas originally went to war against their chaotic titan brothers.
- Principles Zealot: Conceived originally at the foundation of reality to govern and regulate the mercurial forces that shaped the cosmos, danavas ultimately proved too harsh, rigid and unflinching for their mission.
- Sealed Badass in a Can: During the war between the danavas and other titans, the gods interceded before creation was rent asunder, placing the danavas in stasis beneath the waves.
- White Sheep: While danavas are usually Lawful Neutral, some Lawful Good danavas do exist and endeavour to cause the minimum necessary destruction to achieve their goals.
Like the trolls of the World's Oldest Tabletop Roleplaying Game, trolls in Pathfinder are bestial Giantkin with immense appetites and obnoxiously potent regeneration. Unlike those other trolls, they're also matriarchal and have somewhat of a druidic bent.
- All Trolls Are Different: Monstrous, hulking, ravenous humanoids who regenerate from all wounds, no matter how severe, except for those infected through fire or acid. They're technically a kind of giant, and some breeds have multiple heads.
- Art Evolution: Trolls have undergone some notable changes in how they're depicted in official art. Early material shows them as very lanky creatures, with long, thin limbs, skin-and-bones frames and pronounced, pointy noses. The first Bestiary began the trend of trolls being depicted as much more muscular, hulking and heavily built creatures, with prominent tusks and large underbites. Late in 1st edition they gained bristly manes down their necks, muzzle-like faces as their upper jaw extended to match the lower and generally very boar-like heads.
- The Berserker: Because of their regenerative abilities they display no fear in combat.
- Blessed with Suck: That regeneration is awesome, but the downside? It uses so much energy that they're constantly teetering on the edge of starvation.
- Chaotic Evil: Too hungry to care about morality or to form a real society.
- Eats Babies: They'll eat anything they can get their claws on, and have no qualms about eating the children of other races.
- Even Evil Has Standards: Trolls are borderline animalistic, man-eating evil monsters, but not even they can stand ogres — out of self-preservation if nothing else, as the ogres' short-sighted sadism tends to strip their surroundings of living creatures fairly quickly, and starvation is one of the few things that can permanently kill a troll. Ogres who settle in troll territories tend to be subject to brutal attacks night after night until they're dead or driven off, the trolls' ferocity and regenerative abilities being more that the ogres can deal with.
- Fantastic Medicinal Bodily Product: Troll livers can be used to create healing items.
- From a Single Cell: They can bounce back and regrow from pretty crazy injuries; if even one piece isn't burned, the entire troll could come back.
- Healing Factor: Famously, they will regenerate all injuries not inflicted on them by fire or acid — absent those, wounds close, organs regenerate and entire severed limbs grow back from their stumps. This renders trolls very blasé about traumatic injury, to the point that their augurs traditionally read the future by disemboweling themselves and searching for omens in their own entrails as they pull themselves back into their bodies.
- Hungry Menace: Their insane regeneration is incredibly energy-inefficient; trolls have to eat almost constantly to fuel it.
- Kill It with Fire: Fire is one of the few things that can permanently damage or kill a troll, and as a result trolls hate and fear it like little else.
- Multiple Head Case: There's a variant of troll with two heads, while Jotund trolls have nine.
- Our Giants Are Bigger: They're technically a breed of Giant-kin, being generally treated as the most degenerate, bestial and primitive breed of giant.
- To Serve Man: Make no mistake. Their main shtick is still trying to eat people, particularly halflings.
- Underground Monkey: Ice Trolls, Rock Trolls, Sewer Trolls, Moss Trolls, Chimney Trolls... you get the picture.
- Weaksauce Weakness: Fire and acid, as always.
Trolls that live in urban areas and have healing dependent on fire. Their stats can be found in Daughters of Fury or online here.
- Breath Weapon: Their Soot Breath allows them to exhale a searing cloud of smoke and cinders that fills the lungs of a targeted creature.
- Contortionist: A chimney troll is a Large sized creature, but they're capable of contorting their bodies to allow them to squeeze through windows and down chimneys to get at the fire they crave.
- Disability Immunity: The same affliction that stops them from healing normally makes them resistant to the fire that cripples most trolls. It's an unfortunate troll hunter who discovers this typical weakness is absent in them, and that bringing fire around them may actually make them stronger.
- The Exile: Their dependency on fire, which other trolls hate, saw them driven from their homelands by their kin and forced to dwell in the urbanized lands of other races.
- Healing Factor: Chimney trolls don't have on as standard like normal trolls, and are actually completely unable to regain hit points naturally by resting. Instead they must rely on their Inhale Flames ability, which gives them a short-lived regeneration that can be negated by acid or cold.
- Improvised Weapon: They can use chunks of cobblestone and scavenged rocks as projectiles.
- Lean and Mean: Perhaps by diet, perhaps by necessity for their contortion, but chimney trolls are much thinner than most types of trolls.
A small and limber breed of troll that lurk in cramped areas like sewers and caves.
Trolls adapted to the bitter cold of the far north, ice trolls are notably more organized and better-armed than their southern kin, and often ally with wicked humans and frost giants.
- Amazing Technicolor Population: They have bright icy-blue skin.
- An Ice Person: They're adapted to icy climates, and immune to cold damage as a result.
- It Can Think: They're notably smarter than normal trolls (INT 9, almost as smart as the average human). As such they are more likely to use weapons and armor, whereas normal trolls don't bother wearing any protection and just bite/claw their victims to death.
- Underground Monkey: They're basically just the ice version of normal trolls.
- Disability Immunity: Unlike other trolls, rock trolls have no weakness to fire — it cannot burn through their rocky skin.
- Eat Dirt, Cheap: Rock trolls occasionally eat rocks and minerals, which strengthen their skin, teeth and claws.
- Rock Monster: Downplayed — their skin is hardy and stony, and studded with crystals.
- Taken for Granite: A rock troll that stands too long in natural sunlight risks being permanently turned into stone.
- Token Good Teammate: Technically they are Chaotic Neutral, but they're the only race of trolls who aren't complete bastards by default.
- Multiple Head Case: The main thing distinguishing them from other trolls is their nine heads
Legends tell of a small cult of foolish storm giants who dug around the Pit of Gormuz in a misguided attempt to free lost Ranginori, and struck a flow of horrific blood from Rovagug or one of his spawn. Contaminated by the blood, the cultists emerged as horribly mutated creatures of hate and destruction. Nearly unstoppable in their mindless rage, they now live only to slaughter and destroy. Their stats can be found in Giantslayer: Shadow of the Storm Tyrant or online here.
- Achilles' Heel: Only electricity can momentarily snap them out of their endless rage and remind them of what they lost so long ago, allowing them to recover enough of their mortality to die.
- Bizarre Alien Senses: They're completely blind, but their globular eyes have adapted to be acutely sensitive to low frequency vibrations. These minute air movements ripple across the surface of their eyes, allowing them to "see" as clearly as any creature.
- Don't Wake the Sleeper: For all of an abysoghs strength and fury, its body can only sustain an active, destructive state for a few weeks or months at a time. Toward the end of an abysoghs rampage, the giant becomes sluggish and weary, and starts looking for a place to rest. Once it finds a suitable place, it may remain dormant for decades, or even centuries. Rumors of a sleeping abysogh may attract followers of Rovagug to seek out its lair in order to awaken the giant, as well as giantslayers and followers of Sarenrae who wish to thwart the cultists plans and slay the abysogh before it awakens.
- Hates Everyone Equally: The books explicitly say that, like their god Rovagug, they hate everbody equally. This includeds other abysoghs, which thankfully means they never reproduce and will eventually go extinct.
- Healing Factor: They have the incredibly powerful regeneration ability, a healing factor so potent they simply cannot die unless their body is entirely obliterated or their Achilles' Heel is used against them.
- Super Strength: They have a Strength score of 45. Ability scores typically cap out at 30, making them ludicrously strong by any standard. For context, this means they're stronger than Tarrasque, some Kaiju, and three-fourths of the Horsemen of the Apocalypse.
Vile and murderous giants with a third arm. Their tropes can be found in Bestiary 2 or online here.
In the time after Earthfall, the Cyclops empire of Gol-Ghan did battle with the magically adept human empire of Shory. The creatures' tremendous and uncontrollable hunger proved their downfall, as they slowly drained their lands of resources and had to scrabble to survive, leaving their holdings undefended from Shory attacks. Their empire faded into legend and now they live on as desperate, disparate brutes.
- Always Chaotic Evil: Subverted. In the Inner Sea region, cyclopes are almost entirely evil brutes, but in the islands of Iblydos they coexist in harmony with the human city states as prophets and oracles.
- Charles Atlas Superpower: In a sense. The cyclopes' "Flash of Insight" ability is said to come simply from their impossibly good sight.
- Cyclops: Naturally. The main physical characteristic distinguishing them from giants is the single gigantic eye in the middle of their foreheads.
- Genius Bruiser: The cyclopes of Ghol-Gan were quite gifted artificers, not unlike the Shory.
- Horror Hunger: More pronounced than in other evil giants, because cyclopes are intelligent enough to realize how much their constant ravenous hunger holds them back.
Ravenous giants spawned from the spilt blood of Rovagug. Seeing their aberrance, the gods chained them to a frozen slab of Rovagug's blood and imprisoned them in the underworld cavern of Myrkos. While most went mad, some were set loose and retained their power.
Their 3.5 stats can be found in Clash of the Kingslayers.
- Breath Weapon: Their baleful Discharge lets them spray a large cone of negative energy from their mouths, though this also causes them to vomit up any creatures they had swallowed.
- Horror Hunger: Guiltgorgers were always hungry and gluttonous, but their imprisonment changed their stomach into portals of negative energy. This energy constantly pains them, and only by devouring living creatures to temporarily absorb it can they find a temporary relief.
- Know When to Fold 'Em: Extraplanar, ageless, and in constant incredible pain, guiltgorgers are usually reckless fighters but will cut and run if a foe deals sixty points of damage (about 1/3rd of their health) in one attack.
- Just Eat Him: Their first action in combat is always to eat any creature they can, activating their healing and allowing them to use their Baleful Discharge. They can hold an infinite amount of creatures in their stomachs due to their nature as a portal, so there's no limit to how much they can do it either.
- Large and in Charge: Worldgorgers are the strongest and largest of guiltgorgers.
- Lean and Mean: They're all incredibly thin, as their hunger can never truly fill their bellies.
- Monstrous Cannibalism: Worldgorgers are nearly as strong as all guiltgorgers once were, maintaining their power by eating their own fellow guiltgorgers in their prison.
- Religious Bruiser: While guiltgorgers favor levels in barbarian, worldgorgers prefer to become clerics of Rovagug.
- Sealed Evil in a Can: The majority of them are still imprisoned, though some have been freed through the actions of gods, fiends, or even their own power.
- Summon Magic: One who knows of them can summon a guiltgorger with summon monster VIII.
Giants who failed their Thassilonian masters and were turned inside-out as punishment, left to lead a tortured existence of pain and servitude. Their stats can be found in Lost Kingdoms or online here.
- Body Horror: Again, they were turned inside out and kept alive.
- Darker and Edgier: Than most incarnations. Pathfinder as a whole has a more adult bent than more mainstream fantasy, but ogres are one of the places where Paizo went whole hog, with incest, rape, and abuse being a huge part of their interpretation of the ogre.
- Even Evil Has Standards: Ogres are so depraved, so brutish and so destructive that even other species of otherwise brutal monsters, like hill giants and trolls, hate them.
- Incest Is Relative: They breed among relatives by preference. No one really knows how ogres used to look or act, because they've inbred themselves into hideous mutants.
- Our Ogres Are Hungrier: Pretty bog standard, as ogres go — big, hulking, stupid and vicious man-eaters. Except for all the rape...
- Psychopathic Manchild: And unlike goblins, there is nothing amusing about their antics.
- Rape Is a Special Kind of Evil: To say that ogres are rarely either attractive or particularly likable is an understatement if there ever was one. That said, ogrekin are terrifyingly common.
Merrows are an aquatic variant of ogres and look and behave much like their terrestrial counterparts, although saltwater merrows can grow far bigger than ogres.
- Amazing Technicolor Population: They typically have blue or green skin.
- Call a Pegasus a "Hippogriff": In Irish folklore, from where the term originates, "merrow" is for all intents and purposes a synonym for "merman" or "mermaid". In Pathfinder, much like in Dungeons & Dragons where this particular monster originates, it's instead used for amphibious ogres.
- Fish People: Downplayed, especially compared to species like the deep ones, skum and sahuagin with which they share the oceans, but there are definite piscine elements in the merrows' design, chiefly their green and often scaled skin and their webbed and clawed hands and feet.
The hideous, malformed progeny of ogres and their victims.
Hideous, one-eyed giants distantly related to cloud giants, known for their affinity for disease and ability to fly by clutching flaming torches.
- Cyclops: While not true cyclopes in-game, papinijuwari have a single, milky-white eye staring from the middle of their foreheads.
- Flight: At night, papinijuwaris can fly through the sky by clutching torches — any torch will do, as the giant's magic will prevent it from going out mid-flight — appearing as shooting stars from the ground.
- Life Drain: Papinijuwaris can recover health by sucking it out of creatures suffering from disease.
- Plague Master: Papinijuwaris can sense the presence of disease in other creatures, and can feed parasitically from the life force of those affect by disease.
Grotesque nomads native to wretched plains and barren hills, thawns are ogre-like creatures that bear fold upon fold of sagging, excess flesh and have long claws for fingers.
- Boomerang Bigot: Thawns are incredibly self loathing about their appearances. Other creatures find them ugly, but only thawns are disgusted to the point of physical ailment by their appearances. Some scholars claim this is because they once looked like something different and were cursed into their present forms, but the lack of records kept by the thrawn make this nothing but conjecture.
- Combat Pragmatist: They disdain anything like a fair fight, using ambushes, traps, and every dirty trick they can think of.
- Even Evil Has Standards: Even ogres revile thawns as mindless killers and bogeymen, attacking and slaying them on sight. Ogres, the ones who are usually on the receiving end of this.
- The Grotesque: Averted, much to the misfortune of anyone who makes this mistake. The poor souls who assume they were cast out for their appearances and take pity on them rarely live to regret their charity as a thawn's true disposition shines.
- In-Series Nickname: Often called "mud giants" despite not actually being true giants.
- In the Hood: Their common apparel, as it helps hide their faces in case they encounter a reflection.
- It Can Think: In the words of the developers, the thawn is a great antidote to the player who thinks they're the only one who can be sneaky. Their whole battle strategy revolves around hunting through deception, tricking casters into wasting spells on fake enemies and preying on those whoe split off to rest or scout.
- Mundane Utility: A rather disgusting example, thawns will often use the folds of their skin as pockets.
- Red Right Hand: Thawns are utterly grotesque and have personalities to match. Their skins is mud colored and sagging, their hair grows only in irregular greasy tufts, and their mouths droop with distorted tooth-laden gums, complimenting cruel and sadistic personalities.
- Sleeping Dummy: Thawns use the same basic tactic to set up ambushes, creating decoys out of mud, stones, and animal carcasses. Travelers will see the decoy thawn from a distance and change their course to avoid them, only to end up wandering into the true trap.
- Teeth-Clenched Teamwork: A thrawn's hatred for the appearance of their own kind makes it ahrd for them to get along, though they travel in groups most of the time. They're also rather selfish, tending entirely to their needs and leaving others to care for themselves. Its to the point that they often wander away or join new groups without any of the involved parties even noticing the change.
- Try and Follow: Their utter lack of standards lead them to lair in places they know no sane creature would go, willingly making their homes in filth-choked pools, muddy ravines, rotting bogs, and even worse places.
- Walking the Earth: Mostly out of indifference, as one leaky cave or muddy gulch is as good as any other. As a result they have no sentimentality to a home and think nothing of stripping it of any food sources or amenities, forcing them to move on even sooner once they've despoiled it.
- Wolverine Claws: Their fingers end in foot-long claws they use as weapons.
- Worthless Yellow Rocks: They don't care about traditionally valued materials, in part because the shining surfaces of metal or precious stones risk showing them their reflection.
These dim-witted creatures are a mongrel cross between a troll and an ogre, combining the worst features of each.
- Hybrid Monster: Of interbreeding between trolls and ogres.
- Kill on Sight: Trolls utterly loathe troggles, a hatred only eclipsed by their anger at the ogres that created them in the first place. Trolls will immediately kill any troggles that come to their attention, then band together to utterly destroy whatever ogre clan had them in the first place.
Werecreatures were once ordinary humanoids, but were infected with a bestial nature. This nature take over during the full moon, transforming their bodies and minds into the animals they are connected to.
- The Beastmaster: A limited example; werecreatures can communicate and influence animals of the kind they transform into — wolves for werewolves, birds of prey for wereraptors, pest rodents for wererats, and so on — but cannot outright control them.
- Big Creepy-Crawlies: A few werecreatures, known as entothropes, transform into gigantic versions of their associated vermin types.
- Non-Indicative Name: "Lycanthrope" simply means "werewolf" — it's a combination of the Greek words lúkos, meaning "wolf", and anthropos, meaning "human" — but is used to refer to any and all werecreatures.
- Our Werebeasts Are Different: Humanoids who can shift between a human (or elf, or dwarf, or whatever else) form, an animal form and a hybrid form, but are forcefully shifted into their hybrid forms under the full moon. They're vulnerable to silver weapons and can infect others with their curse through their bites and stings (if they have one), and can be either natural werecreatures (who were born as such) and afflicted ones (who were transformed later in life). Afflicted werecreatures can be cured by eating wolfsbane (if their animal form is a vertebrate) or belladonna (if their animal form is an arthropod) and surviving its poison without magical aid, but natural werecreatures can never change what they are.
Natives of jungles and tropical caverns, werebats are often reported in the Darklands and reputed to be mostly drawn from drow populations.
- Bat People: They turn into monstrous humanoid bats when in hybrid form.
- Fur Against Fang: While most werecratures have few direct feuds with vampires, werebats intensely dislike them due to other creatures mistaking them for the undead, and often work to oppose them.
Natives of cold wildernesses, werebears are some of the few Good-aligned werecreatures and dedicate their lives to hunting evil.
- Bears Are Bad News: Inverted, as they are Always Lawful Good. If you happen to be evil they are still bad news, however.
- Hero with Bad Publicity: While werebears are benign and heroic creatures, other werecreatures — especially the more common and well-known ones — very much aren't, and people tend to assume that werebears are likewise evil monsters by association.
- Token Good Teammate: Werebears are the only lycanthropes to be explicitly Good-aligned, and generally the only ones heroes will be likely to ally with.
Solitary, aggressive wilderness hermits, wereboars are most commonly hill giants.
- Pig Man: In hybrid form, they resemble hairy humanoids with the heads of boars.
Swamp-dwelling, solitary predators who rarely spread their curse to others.
Reclusive avian shapeshifters living in mountain aeries, wereraptors rarely associate with either other humanoids or one another.
- Bird People: In hybrid form, they resemble anthropomorphic hawks with humanoid feet and arm-wings.
- Blessed with Suck: The can shapeshift at will and possess extremely acute senses that carry over in human form... but they find the process of shapeshifting itself to be agonizingly painful, and easily experience sensory overload as their eyesight constantly refocuses on distant objects and as their hearing is overwhelmed by the thunder of whispers and heartbeats.
- Super Senses: The keen senses of their avian forms carry over in humanoid form, giving them extremely sharp vision and sensitive hearing.
Canny, communal werecreatures who lurk in major cities and often form or associate with thieves' guilds.
- Rat Men: In hybrid form, they take on the appearance of lean bipedal rats.
- You Dirty Rat!: Vicious, scheming, underhanded and thieving murine shapeshifters.
Most often found in the warm seas around the Shackles, weresharks see the seas and islands around their homes as their rightful domains and often impose themselves as warlords and rulers over both aquatic and island communities.
- Shark Man: In hybrid form they're hulking, clawed, top-heavy humanoids with the heads, tails and dorsal fins of sharks.
Fierce, jungle-dwelling predators native to Golarion's tropical regions who believe themselves to have a divine right to rule over those they perceive as prey.
- Cat Folk: Weretigers in hybrid form are tailed, striped, fur-covered humanoids with entirely tigrine heads.
The archetypal werecreatures, werewolves are savage predators who haunt wildernesses and prey upon isolated communities and travelers on lonely roads.
- Our Werewolves Are Different: Savage predators who shift between humanoid, wolf and wolf-man forms, and the terrors of isolated farmsteads, rural villages and lonely travelers.
- Wolf Man: In their hybrid form, they resemble hulking humanoid wolves.
- Animal Stereotypes: Weremantises rarely associate with other humanoids outside of short, passionate trysts that, as per the archetype of the mantis that eats her mate, typically go down in flames and end with the weremantis killing their lover.
- Slaying Mantis: Graceful, deadly and evil killers; the example mantis in Bestiary 6 is also classed as a monk, mirroring mantises' associations with deadly martial artists.
- Giant Spider: They turn into colossal spiders when in beast form.
A mutation of ordinary were-creatures created through successive exposure to silver in an attempt to desensitize them to its affects.