This page is part of the character sheet for Pathfinder, covering Magical Beast creatures.
Magical beasts are for the most part wild animals of various sorts, but have some sort of unusual characteristics that set them apart from regular wildlife — greater intelligence, chimeric body plans, magical powers and so on. In a sense, they could be thought of as being to animals what monstrous humanoids are to humanoids.
- Mix-and-Match Critters: Many magical beasts are chimaeric combinations of two or more natural animals.
Magical Beast Clades
Living embodiments of divine retribution, shaped from primal magic and imbued with godly wrath.
- Land, Sea, Sky: Each of the three types of behemoth is meant to bring divine wrath from one of these three realms — thunder behemoths are unleashed upon the land, thalassic behemoths in the sea and tempest behemoths strike from the skies.
Behemoths cast upon the land, the least of their kind.
- Big Eater: Thunder behemoths are endlessly voracious creatures, and the damage they inflict comes from stripping the land bare of anything remotely edible — trees, animals, people, mineral ores... — and their destruction of forests, mountains and cities alike in their search for new morsels to slake their appetities.
- Mighty Roar: Thunder behemoths have an ability by that exact name, allowing them to unleash a roar loud enough to count as a sonic attack.
Behemoths cast into the sea, capable of spreading more destruction than the land-bound thunder behemoths but still restricted by the shore.
- Mix-and-Match Critters: Oversized sperm whales with crablike pincers sprouting from just behind their heads.
- Sea Monster: Thalassic behemoths are enormous whale-like monsters sent to punish mortals who live near or travel on the seas.
Behemoths cast into the air, capable of spreading destruction and ruin to the entire world.
- Breath Weapon: A pyrohydra and cryohydra can breathe a cone of fire and cold, respectively, while miasma hydras breathe out a cloud of horribly toxic poison.
- Fire Keeps It Dead: A non-pyrohydra cannot regenerate its heads if the stump is seared with fire.
- Hydra Problem: When a hydra is beheaded, two more heads will grow in the lost one's place if the stump isn't seared by acid or fire in time.
- Kill It with Ice: Although a pyrohydra is immune to fire, its regeneration can be stopped by cold instead.
- Truly Single Parent: Hydras reproduce by budding. The larval heads that grow inside their necks are what develop into new heads when the beast is beheaded, but if the hydra goes for long enough without losing a head it instead coughs up the larger buds in leathery cases, which after a while hatch into infant hydras.
- Underground Monkey: Numerous hydra subtypes exist as variations on the basic creature's theme, including fire-breathing pyrohydras, whose stumps must be cauterized with ice rather than fire; ice-breathing cryohydras; three-headed schism hydras capable of splitting like amoebas; necromantic grave hydras; and horribly venomous miasma hydras with poisonous blood.
- Mix-and-Match Critters: Sphinxes in general have the bodies of lions, the wings of birds and the heads of something else — gynosphinxes and androsphinxes have human heads, criosphinxes have ram heads and hieracosphinxes have falcon heads.
- One-Gender Race: The sphinxes are a bit of an odd example. Sphinxes themselves are quite insistent on the fact that they're four separate species, one Always Female and three Always Male, which rely on each other to reproduce. In practice, they end up working as essentially one biological species with extreme and complex sexual dimorphism (or sexual tetramorphism, technically).
- Riddling Sphinx: Sphinxes, as a whole, are associated with secrets, riddles, wisdom and knowledge in various ways, although exactly how this is expressed varies from breed to breed.
- Gynosphinxes are the traditional take on this, being deeply fascinated by riddles and logic games of all kinds.
- Androsphinxes are scholars and philosophers, valuing lore, knowledge and insights above logical puzzles.
- Criosphinxes likewise value riddles and puzzles, but rather than seeking them out of personal interest they do so in hope of finding one clever enough to impress a gynosphinx.
- Finally, hieracosphinxes are the only ones not associated with this theme in any particular way, being too brutish and unintelligent to value either logic or knowledge.
Scholarly sphinxes with the heads of human men.
- Always Male: Androsphinxes, as the name implies, are exclusively male.
Lustful, impulsive sphinxes with the heads of rams.
- Always Male: Criosphinxes are exclusively male.
- Lust: Criosphinxes are the most lustful of the sphinxes, in multiple senses — they lust in the conventional sense after gynosphinxes, with whom they're obsessed, but lust just as strongly for material wealth.
Insatiably curious sphinxes with the heads of human women.
- Always Female: Gynosphinxes, as the name implies, are exclusively female.
- Riddling Sphinx: Gynosphinxes hew to this trope more closely than any other type of sphinx: of all the sphinx breeds, they're the most fascinated by riddles and verbal puzzles for their own sake, often obsessively spending years puzzling over a particularly tricky conundrum. The surest way to escape death at a gynosphinx's claws is to offer her a new and tantalizing riddle to ponder.
Brutish, vicious sphinxes with the heads of hawks.
Single Magical Beasts
Vermin influenced by the corruptive power of the Abyss, particularily the demon lord Deskari.
Surprisingly brutal predators with an association with witches.
Parasites that feed on mental energy.
Ungainly reptiles better known for the inaccurate rumors and legends surrounding them than anything they actually do.
Strange creatures found in tropical areas.
- Casting a Shadow: Darkmantles can cloak the nearby area in magical darkness.
- Combat Tentacles: A darkmantle attacks by wrapping its tentacles around the victim.
- Underground Monkey: Darkmantles can evolve quickly, resulting in many variations like swimming ones in aquatic caverns, fire-resistant ones in volcanoes, or giant ones in deep caverns.
- Vertebrate with Extra Limbs: They're essentially storks with six legs instead of the usual two, although some have four or eight instead.
- Horse of a Different Color: Aquatic races often use hippocampi as mounts.
- Horse of a Different Color: They're popular flying mounts, and are sometimes used in armies to field airborne cavalry and patrols.
- Our Gryphons Are Different: They're fairly typical hippogriffs, but with bird talons on all four legs. They're rumored in-universe to have been created through magic as a weird sort of joke on griffons' habit of preying on horses. They themselves are animals, unlike the sapient griffons, and don't get along too well with their kin — in fact, griffons are known to hunt and eat hippogriffs.
Small creatures with enormous egos that perceive themselves as lord of all they survey.
Their stats can be found in Gallows of Madness or online here.
Frog-like creatures whose gaze can emit a blinding light.
Canids with human intelligence that constantly flicker between the Material and Ethereal Planes.
Cerus are artificial creatures created through the fusion of alchemy and magic in the Impossible Kingdoms of Vudra, where they are regarded as amazing pets for the rich and powerful.
Mouse-like creatures with power over air.
- The Beastmaster: They can communicate with and control regular jackals.
- Forced Sleep: They can force other creatures to go to sleep by looking them in the eyes.
- Our Werebeasts Are Different: They're a sort of reverse were-creature — they're naturally jackals, but have gained the ability to take on the shape of humans and of humanoid jackals.
Malevolent webweaving spiders that live in the Echo Wood and other forests around the Sellen River.
Their stats can be found in The Emerald Spire or online here.
A rare breed of bronze-colored serpents prized and venerated for their miraculous curative powers.
- Cub Cues Protective Parent: Most times a neshtan bites a sentient creature, it's because they were getting too close to the serpent's young.
- De-Power: They can't survive in captivity and any attempt to keep the for more than a few days causes them to lose their powers and become highly aggressive but ordinary vipers. Some believe this is Sarenrae's way of showing her displeasure with those who would exploit her gifts, but others simply believe there's some vital criteria to their health that isn't yet known.
- Eye of Newt: The scales of a nehushtan can be used to make a potion that cures diseases or poison when imbibed. This is made more valuable by the fact that this potion is very easy to make, making their shed skins highly prized.
- Familiar: Spellcatsers with a high enough level and a Good alignment can take a nehushtan as a familiar.
- Healing Hands: They can treat diseases and poisons simply by making skin contact.
- Meaningful Name: It's a Hebrew word loosely meaning "thing of brass".
- No-Sell: They themselves are immune to all diseases and poisons.
- Playing with Fire: Their bites carry a magical venom that combusts when exposed to living matter, which they use to cook prey from the inside out.
- Serpent of Immortality: Nehushans are the reasons snakes are associated with healing and vitality on Golarion.
- Shout-Out: According to myth, the first nehustan was created when a priestess prayed to Sarenrae for help protect her people from swarms of venomous serpents. The priestess was commanded to craft a bronze serpent and place it on a pole and all who laid hands upon it would be cured of their snake bites. Combined with the name, it's nearly identical to the nehushtan in the Book of Numbers.
- Stronger with Age: The longer a nehushan lives the larger it grows and the more potent their hides become. Rare nehushans live for hudnreds of years, growing to vast sizes and have skins capable of healing any ailment.
- The Voiceless: They understand Common but can't speak.
- Cunning Like a Fox: A variation, in that they're clever and sneaky (the sneaky part being helped by the fact that they are very small creatures), but more scholarly than tricky.
Magical serpents with hypnotic patterns on their hoods.
- Familiar: They can be taken as familiars by stronger spellcasters.
- Familiar: They can be taken as familiars by stronger spellcasters.
- Shock and Awe: Individual shocker lizards can deal painful electric shocks to defend themselves, and can create lethal electric currents when working together.
Reptilian creatures from Castrovel with rudimentary telepathic abilities.
- Horse Of Another Color: Often sued by the native lashunta as mounts.
Long ago, dwarves dragged giant forest toads beneath the earth and altered their physiology with powerful magic in hopes of creating perfect underground beasts of burden and mounts. The slurk is the disgusting result of their aborted efforts.
Their 3.5 stats can be found in Crown of the Kobold King. Their Pathfinder 1st Edition stats can be found in Bestiary 2 or online here.
Amphibious lizards indigenous to the Mwangi Expanse with the ability to change their color at will. This chameleon-like ability, combined with their superior intelligence, makes them coveted as exotic pets or guard animals.
- Savage Wolves: Worgs are oversized, evil, intelligent wolves.
Ankhegs are large insectoid creatures capable of burrowing and spitting acid. These are the drones of the species, with the larger and stronger ankravs as the queens.
- Big Creepy-Crawlies: Ankhegs are horse-sized bug-like monsters. Those found in remote deserts get to be even bigger.
- Horse of a Different Color: Ankhegs can be trained as mounts and are popular among the savage races.
- King Mook: The ankravs, the larger queens of the species.
- Super Spit: Ankhegs can spit a wave of acid when startled.
Fierce predators that hunt in the shallows all over Golarion.
- Mighty Roar: Bunyips can unleash load and terrifying roars, which they use to sow panic and confusion among their prey.
- Monstrous Seal: Bunyips are enormous seal-like monsters with shark-like teeth (and sometimes dorsal fins), and are infamous for their ferocious and aggressive natures, insatiable appetites and willingness to attack and devour anything smaller than themselves. They often compete for food and territory with other predatory pinnipeds, such as leopard seals.
- Underground Monkey: Bunyips are adaptable and found in almost every water-based habitat in the world, leading to the evolution of several specialized variants. Specific types include blubbery arctic bunyips resistant to cold, swamp-dwelling muck bunyips with large tusks and diseased bites, and fast-swimming oceanic bunyips with powerful tail attacks.
- Yowies and Bunyips and Drop Bears, Oh My: Bunyips are monstrous seal-like predators found in rivers and lakes, preying on creatures that cross or approach their waters.
Notorious predators that suck the blood of their prey.
- Chupacabra: They're far more lizard-like than the usual portrayal, but most other traits — chiefly their bloodsucking diets and stealthy nocturnal habits — fit the real-life legend quite closely.
Repulsive, reptilian chicken-like creatures with a petrifying bite.
- Animal Jingoism: Much like in the original myths, cockatrices have a natural enmity with ferrets and weasels, which are immune to their petrifying bite and often plunder their nests, and roosters, which they hate and fear for unclear reasons.
- Basilisk and Cockatrice: A cockatrice is a repulsive birdlike creature with bat wings whose bite can turn flesh into stone — with the exception of weasels and ferrets, which are immune to their bites. Legend claims that the first cockatrice was born when a cockerel-laid chicken egg was brooded by a toad.
- Eat Dirt, Cheap: Cockatrices use petrified insects as gastroliths, and gain nutrition from them as they're slowly ground away in their crops.
- Mix-and-Match Critter: Chickens with bat wings and lizard tails.
- No-Sell: Weasels and ferrets are immune to a cockatrice's gaze and often sneak into cockatrice lairs to eat their eggs.
- Taken for Granite: A victim of a cockatrice's bite is turned into stone. Cockatrices themselves undergo a partial version of this when they grow old and powerful enough to count as mythic creatures — whether through some natural process, absorption of the minerals they eat from the statues of fallen foes or a side-effect of their constant grooming, their beaks, wattles, claws and spikes turn to stone.
Trunked, blue-furred camel-like creatures that feed on magic.
- Mana Drain: Disenchanters feed by siphoning the magic out of magical items with their trunks, leaving the items broken and useless and metabolizing their magic energies to sustain themselves or storing it to unleash as an energy attack.
- Giant Flyer: They're eagles fifteen feet high when standing and with thirty-foot wingspans, and can weigh around five hundred pounds.
- Horse of a Different Color: They will sometimes permit their allies to ride on their backs, serving as powerful and intelligent flying mounts.
- Noble Bird of Prey: They're Neutral Good by default, and view themselves as the guardians and protectors of their mountain homes.
The result of generations of riding rat husbandry combined with regular infusions of alchemical cocktails by particularly inventive ratfolk.
- Breath Weapon: They can use up their store of a disease to spray a cone of infection that exposes others to it, even if the disease wouldn't normally be contracted through inhalation or skin contact.
- Extreme Omnivore: They can eat diseases, usually by eating them off objects or out of the air. They can harmlessly digest and destroy them or save them for later use.
- No-Sell: They're completely immune to disease, a necessity given the purpose they were created for.
- Plague Doctor: A kirrix can consume diseases off of objects, rendering the object harmless. If they ingest an infected victim's blood, they can create an antiplague secretion they can apply to others.
- Plague Master: A kirrix can harmlessly store up to two different diseases it's exposed to within a specialized organ in its throat and expose others to them through its bites, even if the stored disease isn't one that can usually be transmitted through wounds.
- Vertebrate with Extra Limbs: Kirrix have six legs thanks to mutations from all the alchemical treatments.
- Pegasus: Standard winged horses, usually white, and popular flying steeds for heroes.
A seru is an underground variety of telepathic venomous snake with the wings of a bat.
While some reptiles bask in the sun's warm embrace to raise their body temperature, a shasalqu is ravenous in its search of warmth. Even in the deserts of the Inner Sea region, it never seems to have enough heat. Instead of just relying on the sun, a shasalqu gathers energy by sapping the heat from the air (and creatures) around it. Their stats can be found in Mummy's Mask: The Half Dead City, Bestiary 5, or online here.
- Healing Factor: Trollhounds have the same regenerative abilities trolls do.
- The Medic: Unicorns have access to cure light wounds and cure moderate wounds as inborn spell-like abilities, and gladly use them to heal allies, friends and innocents.
- Unicorn: Snow-white horses with goatlike beards and a golden, spiraling horn in the middle of their foreheads. They're benevolent and heroic creatures, can cleanse poison with their magic and favor unspoiled woodlands as their homes.
- Winged Unicorn: It's not unheard of for half-celestial unicorns to have enormous feathered wings.
Giant snakes with a head at each end of their bodies.
- A Head at Each End: Like their Greek inspiration, they have a head at each end of their bodies.
Spider-like creatures with a fondness for magic and the power to assume a specific humanoid form.
- Voluntary Shapeshifting: A limited example. Araneas can alternate between a giant spider form, a human form and a hybrid form, but each of these three is set for each individual — an arenea, for instance, can only take "her" human form, not any human appearance she pleases.
- Fantastic Racism: Griffons whose bird and feline parts are of different kinds from those predominant in their region (such as a tiger-striped griffon born among lion-based ones) are shunned by their parents and forced to live on their own. Likewise, the wingless alces are looked down upon by winged griffons, leading to a strained relationship between the two kinds.
- Horse of a Different Color: Between their intelligence, flight and powerful beak and claws, they make excellent and coveted mounts. Many try to obtain griffon eggs and chicks to raise as mounts — something that, since griffons are sapient, is considered slavery — while others undergo the more arduous task of convincing an adult griffon to carry them and thus obtain a loyal and willing mount.
- Our Gryphons Are Different: Raptorial bird in front, cat behind and no external ears. They're fierce predators with a particular taste for horseflesh, and are often the bane of farmers living in their hunting grounds. They're also sometimes used as guards for gold and other treasure, referencing how mythological griffons guarded troves of gold.
- While eagle-and-lion griffons are the most common kind, certain environments are home to specific variants: desert-dwelling griffons typically have the heads and wings of hawks and the hindquarters of mountain lions, while jungle-dwellers may blend the bodies of panthers with those of colorful parrots or black-feathered eagles.
- A griffon whose egg is brooded by its father, rather than its mother, hatches into a swift-running, wingless griffon called an alce.
- Blood Knight: Karkadanns are wild and ferocious fighters, never back down from a challenge, and eagerly seek new combats to throw themselves into.
- Impaled with Extreme Prejudice: In combat, karkadanns favor using their horns as goring weapons with which to impale their foes.
- Unicorn: They're inspired by the unicorn-like beast of the same name from Central Asian myth; physically, they resemble unicorns colored like oryx antelopes (or alternatively orixes with a single unicorn-like horn), share their ability to purge other creatures of poison, and maintain the fierce and aggressive natures of unicorns from classical mythology. Some speculate In-Universe that karkadanns are a type of unicorn, but the karkadanns themselves find this an insulting thought.
- Beast of Battle: Owlbears are often captured and trained by orcs, and occasionally drow, to make powerful, if unpredictable, war animals. Most are used as mounts or basic attack beasts, but some are trained to bear small siege engines on their backs.
- Death from Above: Sloth owlbears hunt by hanging from trees and waiting for suitable prey to pass below them, at which point they let go and plummet on their meal's head.
- Horse of a Different Color: When orcs can tame one of these beasts, they often seek to train it to bear a rider. Owlbears trained as mounts make excellent wartime steeds for obvious reasons, but are unpredictable, difficult to direct and prone to forgetting their training and turning on their riders.
- Mix-and-Match Critters: A giant owl's head, arm feathers and talons on a grizzly's body. They're generally thought to have arisen as deliberate magical fusions of normal bears and owls, although exactly who did this and why is a matter of some debate.
- Underground Monkey: Numerous different types of owlbear exist as a result of both natural adaption and further magical mutations:
- Arctic owlbears have snow-white fur and feathers, giving them excellent camouflage in their northern homes.
- Darklands owlbears are distinguished by their pale, discolored fur, feathers and eyes, and have darkvision.
- The Fruss owlbear has hollow bones and well-developed wings, and is capable of awkward flight.
- The great hook-clawed owlbear has large, curved talons and is a more competent climber than other varieties
- The Maelstrom is home to the highly mutable screaming owlbears, which are as much creatures of living chaos as natural animals.
- Siege owlbears are massive, vicious beasts bred for war by the orcs.
- Sleeyk owlbears are slimmer and faster than other kinds, but weaker.
- Slime owlbears are otherwise normal owlbears constantly coated in green slime.
- Sloth owlbears are tree-dwellers, and hunt by waiting for prey to pass below and dropping on top of it.
- Spectral owlbears are ethereal owlbears native to the Estrovian Forest of Mendev, and may be either undead or living owlbears capable of phasing into and from the Ethereal Plane.
- Mix-and-Match Critters: Essentially, they're stags with the tails, wings and hind legs of birds of prey and the head of a wolf.
- Our Perytons Are Different: They're evil, ferocious monsters with the basic anatomy of Borges' original creations, but with the heads of wolves. They are fond of eating humanoid flesh, especially hearts. They are also known for their extremely violent mating rituals, which usually result in the male peryton's demise.
- Mix-and-Match Critters: The forequarters of a large cat and the hindquarters of a fish. They tend to be more fish than cat, as even the feline portions have fins, scales and catfish-like barbels.
Once more prominent in Ancient Osirion, shas are favored creatures of the god Set, and faded scrolls detailing the past of Osirion refer to more powerful versions of these creatures the people called Set beasts. Considered heralds of the dark god Set, shas stalk the deepest deserts, only skirting the edge of civilization. Their stats can be found in Mummy's Mask: Empty Graves, Bestiary 5, or online here.
Sun falcons are birds of omen in Osirion, with a reputation that goes back to the days of the nation's most ancient gods. In many myths and stories, sun falcons act as the eyes of many deities, though most commonly for Ra, who considers these birds to be among his holy creatures on Golarion. Their stats can be found in Mummy's Mask: The Half Dead City or online here.
Eight-legged reptiles with a nasty disposition and a gaze that can turn living creatures to stone.
- Basilisk and Cockatrice: The basilisk is a reptile with the ability to turn creatures to stone with a glance; weasels and ferrets, however, are immune to a basilisk's petrifying gaze, and take advantage of this to sneak into basilisk lairs to devour their eggs and young.
- Deadly Gaze: A basilisk's gaze can turn victims — except weasels and ferrets — into stone.
- Eat Dirt, Cheap: Basilisks eat the creatures they petrify, but this process is inefficient.
- No-Sell: Weasels and ferrets are immune to a basilisk's gaze and often sneak into basilisk lairs to consume young when the parent is hunting.
- Taken for Granite: A victim of a basilisk's gaze is turned into stone.
- Vertebrate with Extra Limbs: A reptile with eight legs.
Deadfall dwellers are dangerous ambush predators most commonly encountered in the old forests and forgotten marshes of eastern Avistan. Their stats can be found in Tears at Bitter Manor or online here.
- Official Fan-Submitted Content: The deadfall dweller was created by a participant in Paizo's RPG Superstar 2013 event.
- Heinous Hyena: They're Chaotic Evil hyena-like beasts with cloven, deer-like hooves. They are rumored to be descended from regular hyenas and demons, enjoy extensively tormenting their prey before going in for the kill, and are known to take over and lead groups of other evil hyena-like monsters, such as gnolls and the leucrottas' degenerate, animalistic kin, the crocottas.
- Hybrid Monster: Manticores can interbreed with a number of other similarly shaped creatures, including lions, dire lions, lamias, sphinxes and chimeras. The offspring of a manticore with a magical beast is the same species as the non-manticore parent, with spiked tails.
- Mix-and-Match Critters: They have the bodies of lions, with human faces, batlike wings and spiked scorpion tails.
- Our Manticores Are Spinier: Lionlike monsters with either lion or human heads, razor-sharp teeth, bat wings and tails covered in spikes that can be launched in deadly volleys.
- Giant Flyer: Owls as big as giants — in fact, bigger than some types of giant.
- Arch-Enemy: Phase spiders are the natural enemy of another denizen of the Ethereal Plane, the xill.
- Giant Spider: Phase spiders are far bigger than the maximum size of real life spiders.
- Poisonous Person: They are spiders, what else did you expect?
- Spider People: These spiders have the faces of humans.
The vicious tizheruk is a foul freshwater predator that wreaks havoc in the lakes and rivers it inhabits. Their stats can be found in Tears at Bitter Manor, Bestiary 5, or online here.
- Official Fan-Submitted Content: The tizheruk was created by a participant in Paizo's RPG Superstar 2013 event.
- An Ice Person: They're immune to cold damage, and can breathe preternaturally cold air as an attack.
- Breath Weapon: They can exhale a blast of frigid air.
- Canis Major: An average winter wolf is the size of a bear.
- Fantastic Racism: They have very low opinions of both regular worgs, which they see as dull-witted beasts — in mixed packs, worgs are always subordinate to winter wolves — and humanoids, whom they see as little more than food. They get along fairly well with werewolves, though.
Predators who lure prey by mimicking the sounds of humanoids in distress.
The result of derro experimentation with giant centipedes and cytillish fungus, these creatures serve asguards and mounts for their masters.
Large burrowing predators found in various deserts and plains.
- Alien Blood: It's highly corrosive and will melt weapons that injure it.
- Always a Bigger Fish: Death worms are powerful beasts and aren't choosy about their prey; as a result, other desert-dwelling monsters such as gnolls, lamias and jackalweres are as likely to find themselves on the death worms' menu as regular animals and humanoids are. Even drakes and yrthaks are suitable prey if they fly too low. In turn, death worms fall lower on the food chain that certain breeds of giant scorpions and desert-dwelling dragons.
- Ape Shall Never Kill Ape: Instinct prevents the ravenous young from feeding on each other.
- Badass on Paper: Played with. According to tavern legend and word-of-mouth stories, death worms can paralyze with a glance, shoot fire from their tails, and split in two. While such stories aren't true, the ones about them spitting acid, shooting lighting, poisoning with a touch, and killing with their blood actually are.
- Be Careful What You Wish For: A myth about their origin claims that the first death worm was created when a trio of sisters who despised each other found a genie's bottle and freed the genie within. When granted the customary Three Wishes, one wished for the other two to be struck down by lightning, on for her sisters to be killed with acid, and the third for her kin to die of poison. The genie responded by creating a monster that could deal all three types of damage, which killed the three sisters and then burrowed away.
- Born Winner: Death worm leviathans don't become that way through diet or age, they're just born that way.
- Cult: Some form cults around death worms. Such cults sacrifice others to their subterranean masters, ritually scar themselves (or others) with acid, poison, or lightning, and may even remove their eyes and graft large worms into the sockets. They're also recognized by some Rovagug cults that claim they're the spawn of Chemnosit, the Monarch Worm.
- Deadly Gas: Breaking open a death worm egg releases toxic fumes, proving they don't even have to be born to kill you.
- Dumb Muscle: Powerful and dangerous, but they have the absolute minimum Intelligence a creature can have while still being considered smarter than an animal.
- Eye of Newt: The skins they shed as they grow to adulthood are useful ingredients for several poisons and spells. Because death worms only shed three or four times and the skins disintegrate within a few days, they're also very rare as ignredients, and thus highly prized. This can be used to determine if death worms are nearby as patches of plant life in otherwise barren areas are often signs of death worm tunnels, with the highest concentrations of plant life in such areas being around the entrances to their burrows.
- Fertile Feet: A (footless) variant. The sulfur in their sheen is conducive to plant growth and makes the ground above their tunnels more fertile.
- Hermaphrodite: Death worms are hermaphrodites, so any two can mate and fertilize each other's eggs.
- Horse of a Different Color: While no one has ever been confirmed to have tamed a death worm, let alone having ridden one, legends persist about folk heroes who tamed or befriended the beasts and rode them into battle.
- Hulk Speak: Some claim they can speak simplistic, broken Terran. As few tavern goers and rumor mongers can speak the language, it's as hard to verify as anything else about them, which some joke is why it was chosen in the first place. In actuality there's some truth to the myth, as they understand Terran but cannot speak it. Death worm leviathans actually can speak it as well as understand it, but their low Intelligence means this is the limit of their conversation skills.
- Human Sacrifice: Some villages will stake criminals and other undesirables out in the desert in hopes of keeping the death worms well fed enough they don't turn towards them as a meal.
- King Mook: Death worm leviathans are much larger than normal death worms and have the same powers on a much more formidable scale.
- Know When to Fold 'Em: They're smart enough to identify particularly formidable beings and avoid fights they don't think they can win. They'll also flee if a fight turns against them, burrowing back into the ground to safety.
- Our Cryptids Are More Mysterious: Based off the stories about the Olgoi-khorkhoi, also known as the Mongolian Death Worm. They're cryptids in-universe too, mostly talked about in rumors and stories with additional exaggerations to their actual capabilities to make the stories more dramatic.
- Poisonous Person: Merely touching their skin exposes others to their toxin and their bite carries it as well. The toxin on their skin also rubs off on their burrows and creatures that touch the waxy sheen of their tunnel walls take acid damage.
- Sand Worm: Enormous, wormlike predators that burrow through soil and sand, before erupting from the ground to attack prey walking above. Downplayed, as they do spend a lot of their time, chiefly at night, hiding aboveground among rocks and scrub instead.
- Shock and Awe: Death worms can shoot lightning from their maws.
- Super Spit: They can spray a line of acid from their mouths.
- Tunnel King: They secrete a way and slightly toxic substance called sheen, which hardens the walls of their tunnels and cause they to hold their shape for days unlike the short-lived tunnels of most creatures.
The delgeth is a unique breed of ungulate native to magical forests and places where the line between the natural and the supernatural is blurred. Their stats can be found in Tears at Bitter Manor, Bestiary 5, or online here.
- Official Fan-Submitted Content: The delgeth was created by a participant in Paizo's RPG Superstar 2013 event.
- Deal with the Devil: Legend has it that the first girallons were originally people who called on demon lords to gain great strength, in the process abandoning their humanity.
- Killer Gorilla: The girallon is an aggressive, territorial, strong and dangerous gorilla-like carnivore. Their four arms can inflict incredible damage on anyone or anything they perceive as intruders.
- Monster Lord: High girallons often become leaders of huge troops of their less intelligent kin.
- Multi-Armed and Dangerous: A girallon has four muscular arms.
- Nonhuman Humanoid Hybrid: High girallons have been known to breed with orcs, giving rise to four-armed white orcs.
Gloomwasps are the result of giant vermin exposed to the flesh-altering radiations of the Darklands, becoming vibrantly colorful if highly toxic additions to the strange ecosystem that thrives below Golarions surface.
Their stats can be found in Down the Blighted Path or online here.
- Animate Dead: They can raise bodies as skeletal champions or juju zombies, depending on how much flesh is on them when they do so.
- Bakeneko and Nekomata: They're a reimagined version of the nekomata, maintaining their appearance and shapeshifting abilities, as well as an in-universe mythical origin as cats who lived beyond their natural lifespans. They're much more malicious than mythical nekomatas, though, which may be whimsical and amoral but aren't outright evil.
- Cats Are Mean: Evil shapeshifting cats that delight in sowing fear and confusion, running reputations and bonds of affection and ultimately killing the families they victimize.
- Mega Neko: Nekomatas, while physically resembling housecats in most respects, are the size of panthers in their natural form.
- Necromancer: Nekomatas have a number of abilities themed around necromancy: they can raise corpses as moderately powerful undead, and can innately control preexisting undead creatures.
- Voluntary Shapeshifting: They can flawlessly mimic the appearance of a human they successfully damage with their bite attack, an ability they use to infiltrate families and destroy them from the inside.
These insectile carnivores of Nar Voth stalk a variety of intelligent prey, and generations of devouring derros, duergar, and fey has imparted the creatures with a measure of illusory magic. They are clever ambush predators, capable of phenomenal bursts of speed.
Their stats can be found in Down the Blighted Path or online here.
Ravenous burrowing predators created by forgotten arcanists ages ago, capable of eating flesh, bone, armor, and even magic items.
- The Berserker: Bulettes have a notorious disregard for self-preservation and will attack far larger creatures readily.
- Extreme Omnivore: They have six stomachs, each capable of processing food differently from the others, and notoriously potent stomach acids. This allows bulettes to eat and digest nearly anything, and they thus chow through flesh, armor and wood alike without distinction, eating anything that ends up near their mouths and trusting their guts to handle the rest.
- Fast Tunnelling: Bulettes can move through solid earth as swiftly as if they were swimming through the water.
- Threatening Shark: Bulettes often burrow through the earth just beneath the surface with only their dorsal fin visible, giving rise to the common appellation "landshark".
- To Serve Man: Bulettes' favourite food is halfling flesh, and halflings are advised to stay away from bulette territory.
- Underground Monkey: Distinctive variants of bulettes, each with its own characteristics, exist: among the most common are leprosy-infected ones whose attacks spread the disease, spiny bulettes whose thorny armor deals damage to those who deal them melee attacks, and the feared, demonic and actively evil xenarths.
Golden does born to deer who have a deity's favor.
Predators who mix the features of a lion, a goat, and a dragon.
- Breath Weapon: A chimera has a breath weapon granted from its chromatic dragon head.
- Hermaphrodite: Chimeras are hermaphroditic, alternating between male and female to match the situations they are in.
- Mix-and-Match Critters: Huge lions with additional goat and dragon heads and great batlike wings.
- The specific sort of dragon varies with the environment, which can affect the other heads as well. Chimeras native to the arctic or high mountains, for instance, can have the heads of snow leopards or pumas, white dragons, and musk oxen or mountain goats. Ones inhabiting swamps and jungles pair black dragon heads with those of tigers, leopards and jaguars.
- Legendary chimeras, a particularly ancient variety, have no wings, the goat head sprouting from their backs, goat hind legs and the dragon head at the end of their tails.
- Multiple Head Case: Three in total, one being that of a goat, one that of a lion and one that of a chromatic dragon of any kind. These heads share a single will and act in concert, rather than being three distinct personalities.
- Breath Weapon: They can breathe fire.
- Flight: They can naturally cast Wind Walk on themselves to move on the air.
- Horse of a Different Color: They sometimes serve as intelligent, flying mounts for particularly good and noble heroes.
- King Mook: Emperor kirins, particularly old, wise and powerful members of their species who have earned the respect of their kin and possess greater magical powers.
- Kirin: They're Lawful Good creatures resembling stags covered in draconic scales, and spend most of their time galloping on the winds high above the ground. Some knights are able to persuade them to serve them as mounts, an honor only the noble-hearted are granted.
- Walk on Water: They can walk on the surface of bodies of water as it were solid ground.
Creatures born from the residual magic of the Eye of Abdenego after its creation, kravyads are tormented by a perpetual gnawing hunger.
- Official Fan-Submitted Content: The kravyad was created by Williams Collins as part of Paizo's RPG Superstar competition in 2015.
Desert-dwelling creatures resembling leopards with long serpentine necks. Their stats can be found in Mummy's Mask: Shifting Sands or online here.
Amalgamations of flesh and steel created by fire giants as beasts of war.
- Attack Animal: They head the front lines of armies of fire giants.
- Battle Trophy: The armor of a steam hog is usually reforged from the weapons and armor of its vanquished foes, making their armor a sort of record recounting the battles and wars it's fought in. After a steam hog dies, some fire giants keep these sets of armor as heirlooms.
- Breath Weapon: Steam hogs can snort a cloud of burning steam that lingers and obscures vision.
- Full-Boar Action: Enormous, armored boar-like beasts known for their foul temper and razor-sharp metallic tusks, and often used as beasts of war by their handlers.
Creatures that feed on dreams and thoughts.
- Dream Stealer: Like the mythical baku, they feed on dreams. They can choose between eating all of a person's dreams, which causes the dreamer to wake up later exhausted and unrefreshed, or only their nightmares, which grants immunity to nightmare-inducing magic or dream haunting by malicious beings.
- Youkai: They're by and large a faithful take on the baku of Japanese folklore, resembling floating, shaggy and tusked tapirs who eat dreams. They're also, as an extrapolation of their association with dreams, mortal enemies of the dream-haunting night hags, and go to great lengths to hunt them down, fight them and prevent them from preying on sleeping minds.
Temperamental, greedy, and self-centered, behirs attack nearly any creature that comes to their attention.
Feeders in the depths closely resemble ordinary sharks, but they are faster, stronger, and far more intelligent and malevolent. Over the course of fifteen years, sahuagin priests feed an ordinary shark aquatic humanoids while performing magical rituals to bind dark power and the intelligence of its victims into the animal, creating a feeder in the depths.
A dangerous nuisance in northern Garund, a shalkeshka is a strange burrowing predator that inhabits fertile soil near rivers, oases, and (most destructively) farmland. This creature's anatomy is reminiscent of an insect or some sort of lizard, and when burrowing it tears into the earth with its claws, swimming through sand and soil. Their stats can be found in Mummy's Mask: Shifting Sands or online here.
An ancient species of primitive and vicious intelligence.
Highly aggressive creatures who enjoy gnawing metal items.
- Eat Dirt, Cheap: A bit of a variation. They don't eat the metal they go after, strictly speaking, but they greatly enjoy chewing on it and some speculate that they may still derive some nutrition from it.
Star monarchs are magical emissaries of Desna, guides and protectors of those who wander and guardians of dreams.
Aquatic creatures originating from the First World that favor magical waters as their habitat.
When Alboras, one of the brightest navigable stars, returns to the night sky, it is a sure sign the River Sphinx will soon flood its banks and replenish the land after the harvest. The inundation also revives the rare but deadly estuarine worms. During the wet season, which is called akhet in Osiriani, the giant worms hunt the flooded plains. When the waters recede and Alboras disappears below the horizon again, the estuarine worms retreat as well. During shemu, the dry season, they enter a semi-torpid state and lie buried beneath the dry soil for protection.
Their stats can be found in Mummy's Mask: Secrets of the Sphinx or online here.
- Mix-and-Match Critters: Nues have the bodies of tigers, the heads of monkeys and a snake instead of a tail.
- Giant Flyer: They resemble two-headed vultures that stand thirty-five feet tall with a sixty-foot wingspan.
- Multiple Head Case: They have two heads.
- Roc Birds: Rukhs are distinct from true rocs, although they're closely related, and resemble two-headed vultures instead of birds of prey. Unlike their more predatory cousins, they are scavengers and hunters of small prey (which given their size still means things like camels and humans).
- Big Creepy-Crawlies: Insect-like predators in the same general size range as rhinoceri and elephants.
- Elemental Shapeshifting: They can transform themselves into serpentine stretches of water while traveling, aiding them in their efforts to remain unnoticed and unseen.
- Sea Monster: Apart from living in lakes, they fit quite well. Water orms are giant reptilian predators who lair in the dark depths of the waters, occasionally coming to the surface to augment their diets with the crews of fishing boats and inattentive shoreline wildlife. They're similar enough to sea serpents that many scholars speculate that there's a close relationship between the two, either the two species sharing a common ancestor or water orms descending from lake-bound sea serpents.
- Stock Ness Monster: Water orms are directly inspired by the legend of the Loch Ness monster and of similar lacustrine cryptids, sharing their environmental preference for cold, deep lakes, secretive habits and plesiosaur-like body shapes.
Sedentary bivalves that prefer to feed on air-breathing sentients.
Their stats can be found in Skulls and Shackles: From Hell's Heart or online here.
- Non-Mammal Mammaries: For some reason, the humanoid figure they have protruding from between their shells is feminine and thus has clear breasts.
- Ramming Always Works: Their Siphon Jet ability lets them rapidly propel themselves in the water as living projectiles. They typically use this to strike ships from below, cracking open the hulls to sink them and let the gigas clams feed on the crew.
- Spike Shooter: They roll collected sediment and calcifications into needle-like darts they can eject through their siphons.
- Giant Flyer: Eagle-like birds larger than a giant.
- Shock and Awe: Thunderbirds' bodies are visibly crackling with electricity, and they can create lightning both as an active attack and as a passive side effect of their simple presence.
- Weather Manipulation: Thunderbirds can control the weather. They're especially geared towards creating storms, and lashing winds surround them at all times.
Solitary predators who relish the thrill and strategy of the hunt.
- Noble Wolf: They're not particularly friendly or approachable, but they're far from malicious. While they habitually stalk and chase those who hunt alone at night, they do so for the express purpose of showing them the foolishness of this behavior — they never kill those they hunt in this way, instead preferring to essentially Scare 'em Straight. Those who thereafter make a genuine attempt to become better hunters earn the amarok's genuine respect, and earn also a skilled, but harsh, teacher in hunting and wilderness survival.
Stubborn creatures prone to bullying anything they come across.
Kokogiaks are beasts in the shape of polar bears found in the cold northern wastes, distinguished chiefly by their literally elephantine size, their ten legs and their pronounced sadism.
- An Ice Person: They breathe freezing wind, can move on ice without any movement or dexterity penalties and are immune to cold damage.
- Bears Are Bad News: They're intelligent enough to understand morality and thus have an alignment beyond True Neutral, and of course they're Neutral Evil as a rule. They are monstrously aggressive and openly sadistic, and their size and power allows them to be as cruel as they please towards whoever short of a dragon or a tribe of giants has the misfortune of crossing their path without having to worry about about their victims being able to fight back. Luckily for everyone else, they're fairly uncommon and only found in isolated areas of the Grim Up North.
- Breath Weapon: They can exhale a freezing blast of blizzard-cold wind.
- Sadist: They enjoy the suffering of their victims and the terror their attacks inspire to a disturbing degree, and make sure when they can that the deaths of their targets are painful and drawn out.
- Vertebrate with Extra Limbs: Size aside, the main thing distinguishing kokogiaks from normal polar bears are their three extra pairs of legs.
- Eat Dirt, Cheap: Purple worms consume vast amounts of dirt and minerals as they burrow underground.
- Sand Worm: Purple worms live underground and tunnel through solid rock, consuming any organic material that they encounter.
- Swallowed Whole: Purple worms are notorious for swallowing their prey whole.
- Underground Monkey: Variant immense worms of differing colours live in remote wildernesses. A sleek, mottled blue-and-green worm dwells in deep underground lakes or tropical seas. An even bigger deep crimson variant dwells in remote badlands and rocky deserts.
- Sea Monster: They're enormous, predatory sea creatures with both piscine and reptilian characteristics that attack and capsize ships; they're among the largest of Golarion's sea-going terrors, capable of preying upon giant squid, whales and, in the largest specimens' case, even krakens. Deep sea serpents are a more ferocious and alien-looking version of this, with enormous eyes and a more fishlike appearance.
Wolf-orca hybrids that can transform into full orcas when in water.
- Mix-and-Match Critters: They resemble wolf-orca crosses while on land, although they transform into full orcas when in the water.
- Weather Manipulation: Akhluts can have a limited form of the control weather spell-like ability, allowing them to summon storms, blizzards and biting winds at will. They keep these storms going more or less constantly, using them to define their claimed territory.
Lava dwelling creatures who depend on heat to survive.
- God Guise: They often pretend to be volcano gods to secure the loyalty and adoration of nearby settlements, enforcing their rule with threats of divine wrath and eruptions. They can't actually make good on most of their bluster, however, and rely on intimation and judicious use of their limit ability to cause earthquakes (which, around active volcanoes, are still quite capable of causing a lot of damage) to keep up the charade.
- Magma Man: They resemble creatures made of living semi-molten rock and depend on intense volcanic heat for healing and long-term survival.
Beetle swarms that communicate and defend themselves through jolts of electricity.
- Hive Mind: They rely on each other for intelligent thought. At half hit points their Intelligence drops and they lose their spellcasting, while at 1/4th they become mindless and can't use most of their feats.
Giant worms who live peacefully in oceans and deep lakes.
Monstrous serpents infused with the essences of fiends, linnorms, and even stranger creatures of storm and sky. They were created by Thassilonian mages as voracious war machines that could be easily returned to a torpor when not in active use.
A species of giant three-headed worms that lives in the depths of the Arcadian ocean.
- Multiple Head Case: They have three heads.
Creatures combining the most terrifying traits of crow, feline, and spider, deep crows reign over vast underground territories in the Darklands.
Giant beetles from the Darklands used by duergar as combat mounts.
- Breath Weapon: They can spray a cone of acid from their mouths.
- Horse of a Different Color: The use of juggernaut beetles by duergar is similar to the use of War Elephants.
- Immune to Mind Control: To everyone but duergar, juggernaut beetles count as mindless and are thus immune to being magically controlled or trained.
Two-headed sea monsters that live solely for destruction and chaos. There was originally thought to be only one, slain by a legendary paladin in the folklore of Magnimar, there have since been appearances of others.
Their stats can be found in Magnimar: City of Monuments or online here.
- Big Eater: An isonade can cause the population in its area of the ocean to drop drastically when it goes on a feeding spree.
- Hooks and Crooks: An isonade's tail, flanks, and pectoral fins are covered in cruel hooks, which allow it to grapple foes underwater.
- Megalodon: The isonade is a massive Gargantuan-sized shark-like creature, like the real Carcharocles megalodon itself.
- To Serve Man: The isonade is intelligent enough to know that a ship contains a large quantity of warm and screaming snacks all isolated in one convenient place.
- Auto-Revive: A slain phoenix remains dead only temporarily unless its body is completely destroyed, or if a whole year has not yet passed since its last resurrection.
- Giant Flyer: The phoenix is a flight-capable, Gargantuan-sized bird. Newborn phoenixes are already the size of adult eagles.
- Heal It with Fire: Phoenixes' flames are capable of healing their allies, literally burning away injuries, poison and sickness.
- Hot Wings: A bird seemingly made of living flame.
- Law of Chromatic Superiority: Most phoenixes have red, orange or golden plumage, but a few have white, green or blue feathers. These are almost invariably the strongest of their kind, with the colors of their feathers also corresponding to the heat of their flames.
- The Phoenix: The phoenix is a giant flaming bird best known for the ability to rebirth itself from its own corpse.
- Playing with Fire: Phoenixes can cause their feathers to burst into flames at will, and can likewise create and control fire.
- Reincarnation: How their resurrection works when they die of old age. Phoenixes live for around 500 years barring death by violence, and at the end of their lives immolate themselves and are reborn as entirely new individuals.
- Resurrection Sickness: A reborn phoenix will gain a negative level, although most will try to remove this negative level as soon as possible.
- Roc Birds: They're around the same size as rocs, and according to Qadiran worshippers of Sarenrae they were created when the goddess awakened a flock of rocs to sapience and blessed them with her fires.
- Uplifted Animal: According to Qadiran worshippers of Sarenrae, the first phoenixes were created when the goddess awakened a flock of rocs to sapience, blessing them with her fires when the newly intelligent birds pledged themselves to her service.
- Living Ship: They have two stomachs, one of which is habitable for most organic life, and some alien races have leaned to use telepathy to control omas and use them as living spaceships.
- Space Whale: They're enormous creatures resembling a cross between a whale and a fish that inhabit the depths of gas giants and the vacuum of space, and which use "energy baleen" to strain food from planetary rings and atmospheres.
Bandersnatches are members of the Tane, the most feared and legendary creatures of the First World.
Annelidian titans with unending hunger and the ability to devour nearly anything.
- Absolute Xenophobe: Luscas brook no other large predators in their claimed territory, even their own kind, and an encounter between two luscas, except to mate, almost always ends with one dead or driven off.
- Combat Tentacles: A lusca can use four of its tentacles to grapple a ship.
- Everything's Squishier with Cephalopods: A lusca's lower body is that of an octopus.
- Multiple Head Case: Three heads.
- Shock and Awe: A lusca's body naturally conducts electricity.
- A Storm Is Coming: Sailors who have encountered a lusca and survived claim that thunderclouds seem to roll in alongside it and strange electrical fires dance in the air before it attacks, lending an eerie aura of foreboding to the assault.
- Threatening Shark: A lusca's heads are that of sharks.
- Mix-and-Match Critters: Ophiotauri have the forequarters of cattle and the hind bodies of giant snakes.
- Evil vs. Evil: Krakens despise aboleths, which they attack on sight, and the two species have spent millennia engaging in bloody conflicts for supremacy over the oceans.
- Giant Squid: They resemble a more colorful version of real-life giant squid in most respects, but grow to be the size of whales.
- Kraken and Leviathan: They're squid-like monsters eighty feet in length and sixty wide, and capable of dragging whole ships underwater.
- Time Abyss: Krakens are incredibly long-lived — they only reach old age around their second millennium of life, and can live for a long time beyond that. The eldest krakens in the world are far older than almost any land-based nation.
Ravenous creations of the gods themselves, made to scour the world of specific qualities.
- Abstract Eater: Depending on what precisely a cipactli was created to strip from a world, it may be capable of eating knowledge, courage, intelligence, or other abstract traits of its victims.
- A Kind of One: In Aztec myth, the Cipactli was a unique monster that existed in primordial times, which was slain by the gods and used to create the Earth. Pathfinder reimagines it into an entire species of divine monsters, and while it's rare for more than one cipactli to exist on any given world enormous numbers of these things exist throughout the universe.
- Horror Hunger: All cipactlis are created to strip a specific world of something the gods found displeasing. Unless they're stopped, their unchecked hunger for this thing causes them to rampage endlessly, devouring anything and everything they find with the characteristic they're attuned to until nothing is left but the cipactli itself, forever roaming around a dead world.
- Too Many Mouths: They have mouths scattered all over their bodies — at the base of their necks, on each major joint, at the end of their tails...