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.
- Challenge Rating 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.
- 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.
- Social Darwinist: Any boggard not strong enough to fend off constant betrayal and attacks is, by their estimation, only worthy of becoming food.
- 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 Bugbears Are Scarier: They stick the the D&D mold in appearance, but hew closer to the bugbear of folklore in their habits. They're very literally addicted to the smell of fear, and spend most of their lives coming up with ways to utterly terrorize others in order to get their fixes. There are no lengths they won't stoop to to terrify victims, and they're uncannily good at fitting into places that by all rights shouldn't hold their bulky shapes — like behind a door, or under your bed...
- 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.
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.
- 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 tendacy 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.
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.
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!
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.
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
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.
- 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.
Svathurims appear to be a cross between a frost giant and a centaur, but have eight equine legs instead of four.
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.
- Fantastic Racism: There's a society of unusually intelligent troglodytes living in the Vault of Deep Tolguth, who call themselves Xulgaths. They hate their more primitive kin, and kill them on sight (as opposed to enslaving them, like they do everybody else).
- Fartillery: This bears repeating: They smell so bad that their stench alone can kill you.
- Lizard Folk: Troglodytes are humanoids with scaly hide and lizard-like frame.
- 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 civilisation 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.
Xulgaths are the proud remnants of Golarions once mighty troglodyte empires.
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.
- 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.
- 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...
- 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.
- Amazing Technicolor Population: Cloud giants tend to have milky white, light gray or sky-blue skin.
- 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.
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.
- Horny Vikings: They're effectively land-bound vikings, complete with horned helmets 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.
- 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.
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.
- Large and in Charge: A size category larger than any other breed of giant, and able to magically control their smaller kin.
- Our Giants Our 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.
- 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.
- 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.
- 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 hair.
- 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.
- Taken for Granite: Taiga giants in high standing often wield spears capable of petrifying their targets, who remain statues until the spear is removed.
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 Albino: They're pale as marble and sunburn with ease, and are some of the most creepily evil giants around.
- 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.
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.
- 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.
- 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.
- An Ice Person: They are basically just the ice version of normal trolls.
- It Can Think: They are 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.
- 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.
- Evil Albino: Centuries sleeping in lightless caverns have left them without pigment.
- 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 Gol-Ghan 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.
Were-BeingsWere-beings 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.
Werebeings that transform into various types of animals.
Were-beings that transform into vermin rather than animals.
A mutation of ordinary were-creatures created through successive exposure to silver in an attempt to desensitize them to its affects.