Monstrous humanoids are like regular humanoids in most respects, but are set apart by greater magical aptitudes and monstrous or otherwise unusual physical characteristics — centaurine beings, merfolk and anthropomorphic animals are all counted among their ranks, alongside odder and more unique beings.
Monstrous Humanoid Groups
- One-Gender Race: Male hags do not exist.
- Wicked Witch: As a group, hags are based on the classical fairytale portrayal of witches as hideous, malevolent and cannibalistic crones living in the wilderness.
- See the Invisible: Winter hags have see invisibility as a constant spell-like ability.
Hags so consumed by bitterness that they tore out their own eyes and tongue, as well as the light from their soul. Their stats can be found in The Harrowing or online here.
Champions of Lamashtu, lamias resemble human women with animal bodies below the waist.
- One-Gender Race: They're always women.
- Our Centaurs Are Different: Common lamias and lamia harridans have the upper bodies of humanoid women, with quadrupedal lion bodies from the waist down.
- Vertebrate with Extra Limbs: Common lamias and lamia harridans have six limbs — two humanoid arms on their upper bodies and four lion legs on their lower ones.
- Snake People: Lamia matriarchs have the lower bodies of enormous snakes.
- Bird People: Kuchrimas resemble human-avian crosses, with the legs, heads and wings of giant condors.
- Body Horror: Hungerers, created from harridans warped through dark magic, resemble horribly bloated and deformed versions of their former sisters, their features barely discernible under their rolls and bulges of fat and flesh. Some parts of their bodies are only prevented from bursting open by being stitched closed by iron staples, and their lower jaws are unhinged to the point of resting on their chests.
- Large and in Charge: Lamia harridans, the highest-ranking members of their society and undisputed rulers of their tribes, resemble gigantic versions of common lamias, with the torsos of giantesses on the bodies of dire lions.
- Bee People: Thriae live in eusocial hives, where the only fertile member are the queens, and have a bee's abdomen.
- Beware My Stinger Tail: A thriae's stinger carries within it potent venom.
- Black Widow: One a thriae queen's male consort lives too long, they're sedated and painlessly eaten by the queen.
- Fantastic Drug: Thriae honey, known as merope, can be addicting to the weak-willed, and those who begin to rely on merope quickly become addicted thralls and servants bound to servitude within a hive.
- One-Gender Race: All thriae are female.
- Pest Controller: Many thriae possess the ability to call forth bees when they are in need of aid.
Other Monstrous Humanoids
- Fish People: Deep ones are approximately human-shaped but have a fishy, froggy appearance.
- Gigantic Adults, Tiny Babies: Normal deep ones are roughly human-sized, while elders can reach the size of a Tyrannosaurus.
- A God Am I: Elder deep ones ascend to the status of near-gods in deep one society.
- Half-Human Hybrid: Deep ones can produce hybrids with humans.
- Large and in Charge: Elder deep ones, who are in charge of their society, tower far over their younger kin.
- Meaningful Rename: Many elder deep ones claim the names of monsters or gods for their own like Mother Hydra and Father Dagon.
- Religion of Evil: All deep ones worship the the Outer Gods or the Great Old Ones.
- Time Abyss: They don't age. Period.
- Underwater City: Deep one cities are nestled in vast submerged canyons.
- Bird People: They're muscular, humanoid crows with powerful arms instead of wings.
A race from a rogue planet that raid other worlds through portals for resources.
Their stats can be found in The Dragon's Demand, Bestiary 5, or online here.
- Beast Man: They are able to breed with any other species of humanoid (a fairly diverse category in-game) and inherit their traits, meaning that any given mongrelman can have a wide range of disparate body parts — tusks, vertebrate or arthropod claws, feet or paws or hooves, scales or fur or bare skin, elf ears, a tail, horns or antlers, antennae, vertebrate or compound eyes, etcetera — all on the same body, with the end result usually being a fairly chaotic take on this trope.
While single hags can only ever birth changelings, groups of hags can use their combined witchcraft to create abominable male children known as Caliban. Their stats can be found in Tears at Bitter Manor or online here.
Official Fan-Submitted Content: The caliban was created by a participant in Paizo's RPG Superstar 2013 event.
Alarmingly well-organized aquatic raiders with power over sharks.
- Alluring Anglerfish: Some sahuagin mutants have glowing tendrils growing from their foreheads, which they can use to confuse and entrance other creatures.
- Fantastic Racism: Sahuagin hate all other races with a passion, especially the aquatic elves.
- Fish Person: Apart from the bipedal stance and limbs like those of an advanced tetrapodnote , they resemble fish far more than they do humans. They have large fins down their backs, entirely fishlike heads, mouths full of needle-like teeth, extremely thin bodies and long, sinuous tails.
- Multi-Armed and Dangerous: Mutant sahuagin are fairly common, with this mutation in particular being fairly iconic.
- Mutant: Sahuagin are very prone to mutations, and it's not uncommon to see a tribe or raiding party with one or multiple visibly mutant members. Certain variations are particularly common, including four-armed sahuagin, malenti who resemble aquatic elves, hulking throwbacks to the sahuagin's prehistoric past, sahuagin with shark tails instead of legs, eyeless sahuagin with glowing lures, and sahuagin covered in needlelike spines.
- Threatening Shark: The sahuagin have a strong association with sharks — besides looking generally shark-like themselves, actual sharks are the only creatures they do not despise on some level, and sahuagin also have the ability to communicate with sharks.
The fishlike skum were originally bred from human stock by the aboleths as a Slave Race, and were abandoned to their fate when the aboleth empire fell. Nowadays, they live in scattered tribes and settlements throughout the underground seas of the Darklands and in a few surface oceans. While biologically immortal, they cannot breed with each other as theyre all male, so they breed with human women to create Half Human Hybrids that mature into adult Skum upon dying of old age. They were originally named the ulat-kini, though no one remembers this anymore — certainly not the skum themselves.
- The Ageless: Skum do not age, and can live potentially forever.
- Expy: The skum are fish-like humanoids that inhabit hideous sunken ruins and cross-breed with humans to create hybrids that inevitably turn into others of their kind, providing humans with the bounty of the sea in exchange for mates. Its not difficult to see how these guys were inspired by H. P. Lovecrafts own Deep Ones.
- Fish Person: They resemble a humanoid cross between a frog and a particularly ugly fish.
- Half-Human Hybrid: Skum are all male, but theyre apparently still close enough to humans to be able to breed. The results of these unions are misshapen and deformed, but on reaching the point when they would die of old age they instead transform into a full skum.
- Mars Needs Women: Because there are no female skum, they instead seek to mate with human women to keep their numbers up.
- One-Gender Race: All skum are male, and depend on human females to breed.
- Prongs of Poseidon: They favor tridents in combat, although they have been known to use other weapons.
- Slave Race: They were originally created as a race of slave soldiers for the aboleths.
- The Beastmaster: They have the ability to telepathically command normal sharks, although due to the animals' limited grasp of abstract concepts this is limited to fairly simple things — "attack", "come here", "defend me" and so on.
- Our Mermaids Are Different: They're effectively very muscular merfolk whose fishlike characteristics are specifically those of sharks.
- Shark Man: They resemble large, burly merfolk based on sharks, with a tall crest on their heads and backs and multiple rows of sharp teeth. They're also intensely malevolent and very aggressive, generally seeing other sapients as just prey to be hunted, and can communicate telepathically with regular sharks.
- To Serve Man: They see no particular difference between other sapient species and regular prey animals, and regularly attack and attempt to devour anyone they meet in or on their waters. Their hunting raids on ships, boats and seaside settlements have made them feared and loathed by all their neighbors.
Large, monstrous beings that possess human-like upper halves on the bodies of horses (or other creatures).
- Noble Savage: Theirs is an ancient, aloof culture that struggles to come to terms with the modern world — perhaps because of their habit of summarily running off anybody who enters their lands.
- Our Centaurs Are Different: The classic half-human, half-horse centaurs depicted as free-spirited, nature-loving beings living in the wilderness. Some tribes have horse heads as well as lower halves.
- Red Oni, Blue Oni: Filled with wanderlust and competitive spirit, they are the Red to the artistic, detached Blue of the elves (the humanoid race with whom they interact the most).
Anglerfish-like Fish People who live in deep ocean trenches.
- Alluring Anglerfish: They can use the glowing lures growing from their heads to mesmerize other creatures. Someone entranced by a ceratioidi's lure will stare at it in stupefied fascination, even if there were fighting its owner moments before, until the ceratioidi actually attacks them.
- Bizarre Sexual Dimorphism: Much like real anglerfish. The large, stocky humanoid fish are the females, while males are intelligent parasitic eels the size of a rat. Combined, they can use both their minds to share the body, which means they can wield two weapons with no penalties and have an easier time multiclassing.
- Fish People: With the twist that they're based off of deep-sea anglerfish specifically, complete with the extreme sexual dimorphism and the glowing lures.
Pale, gaunt beings with alien agendas, they possess the ability to change shape at will and see through illusions.
Ridiculously patient and sadistic ambush predators.
- Breath Weapon: They don't usually have one, but mythic-tier gargoyles gain acid spit, while mythic-tier kapoacinths (aquatic gargoyles) breathe lightning.
- Living Statue: A gargoyle at rest is almost entirely undistinguishable from a regular, inanimate statue until it grinds to life at night to stalk the city for hapless victims, and they don't age some much as erode. The sculpted, well-formed gargoyles that most are familiar with are a variety especially adapted for city life, having come to mimic statues as closely as possible for camouflage — wild gargoyles are much craggier and more irregular, resembling juts of weathered stone more than anything else.
- Sadist: Gargoyles don't need to eat particularly often: the majority of their hunts are not done for food, but to enjoy the terror and despair of their victims. They favor hunting sapient beings over animals because the former express more interesting reactions than raw animal panic, and seem to take particular enjoyment from the agony they inflict once they catch their prey.[...]gargoyles have been known to feed upon fallen foes while they are still alive, grinning toothily and swaying in ecstasy to the victims horrified screams.
- Shout-Out: One group of gargoyles, the Blind Angels of Oppara, resemble blindfolded angel statues and are cursed to be only be able to move when no-one is looking at them. It's not difficult to see how they're inspired by the Weeping Angels from Doctor Who.
- Underground Monkey: Numerous gargoyle variants exist, including aquatic kapoacinths, arctic gargoyles adapted for camouflage on snowy rocks and with cold resistance, forest gargoyles with bark-like skin, rare and powerful gemstone gargoyles, obsidian gargoyles with razor-sharp claws and fire resistance, desert-dwelling sandstone gargoyles and waterspout gargoyles capable of shooting jets of water from their mouths.
- Bird People: Harpies resemble human women with birdlike wings, talons instead of feet and feathers on their arms and around their faces.
- Harping on About Harpies: Women with the wings and talons of raptorial birds. They aren't necessarily ugly — in fact, their artwork tends to make them look fairly attractive, if inhuman — but they have absolutely no sense of hygiene (and powerful musk). They may not be bad to look at, but you can usually smell them coming a mile away. They are explicitly a One-Gender Race that must mate with humanoids to procreate... unfortunately, not only do they tend to be sadists, they usually eat their partners when they're done.
- Literal Man Eater: Harpies are exclusively female, requiring them to breed with the males of other humanoid species to procreate... males that they devour after the fact. It's mentioned in one sourcebook on Classical Monsters that, in Harpy society, not eating the father of one's daughter is a shameful event, unless said male is strong enough that he's more worthwhile if kept alive.
- Mars Needs Women: Gender Inverted: they are Always Female and require men from other humanoid races to reproduce. Considering how repulsive most of them are, there is only one way for them to do so...
- One-Gender Race: They're always female, requiring them to breed with other humanoids to procreate.
- The Pig Pen: Most of them smell terrible and are covered in filth and blood. The books do note that the rare non-evil harpy usually tries to keep herself clean, especially when interacting with other races, which makes sense as, if a scary-looking creature said you could trust her, would you be more or less likely to believe her if she was covered in filth and blood?
Native to the Sodden Lands and perfectly at home within storms, kerakinsis raid settlements for supplies as much as entertainment. Their stats can be found in '"Seers of the Drowned City'' or online here.
- Official Fan-Submitted Content: The kerakinsi was created by Nicholas Wasko as part of Paizo's RPG Superstar competition in 2015.
- Shock and Awe: They can store up electricity and release it in a blast of lighting around them, complete with accompanying sonic blast from the thunderclap. They can also fire this electricity as a bolt at another willing kerakinsi, granting it much more range and significantly increasing the damage dealt to any creature caught between the two.
Hybrids of man and bull, Minotaurs are infamous for their relentless pursuit of prey.
- A Load of Bull: They're towering, vicious, man-eating humanoids with the heads and legs of bulls, and favor mazes as their homes.
Once, before mammalian humanoids rose to prominence, the Serpentfolk ruled a massive, bloodthirsty empire. The Azlanti, backed by their enigmatic patrons the Aboleths, rose up, annihilated their civilization and decapitated their immortal god. Now, with their divine patron in pieces and their society shattered, they seek revenge.
- Abusive Precursors: Their empire once ruled Golarion for millennia, and were infamous for their tyranny and callous treatment of so-called lesser races.
- Alternate Company Equivalent: Of the yuan-ti from Forgotten Realms, who were claimed as Product Identity by Wizards of the Coast and therefore could not be used by Paizo. Both are malevolent races of snake people that once ruled the world before humans overthrew them, and now hide in dark corners of the world while trying to take back their empire; both also practice human sacrifice and send human-looking agents to infiltrate and sabotage human society.
- Arch-Enemy: They were once this to the Azlanti.
- Evil vs. Evil: They do not get along with the Aboleths.
- The Magocracy: They prized magic, arcane or divine, over all. Most of the species has degenerated and lost much of their intelligence and magical power.
- Master Race: Serpentfolk view all other races incapable of telepathy as nothing more than slaves.
- Mayincatec: Their general aesthetic reminds of this, what with all the Human Sacrifice.
- Playing with Syringes: The few of their species that have retained their magic perform experiments on their degenerate brethren to restore them, which usually leave them dead or insane.
- Public Domain Character: The serpentfolk were taken almost wholesale from Robert E. Howard's serpent people.
- Reptiles Are Abhorrent: Selfish and hostile to humanity.
- The Reptilians: Even in a game with actual reptoids, the serpentfolk are still the most prominent example of this trope. They hide among warm-blooded races wearing (purely cosmetic) disguises to conceal the monster within.
- Vestigial Empire: Almost entirely destroyed by the Azlanti.
- An Ice Person: Yetis are more than just adapted to living in icy climates — supernatural cold permeates their bodies, radiating from them in an icy aura and dealing cold damage to anyone they strike in melee; they're themselves immune to cold, but vulnerable to fire.
- Bigfoot, Sasquatch and Yeti: White-furred, apelike creatures that live in isolation on the highest peaks of snowbound mountains. They're usually at least neutral and some actively work to fight back various eldritch horrors, but the only ones humans are likely to meet are the Ax-Crazy exiles who have been forced out into the lowlands.
- Our Centaurs Are Different: An ichthyocentaur has the upper body of a humand and the lower body of two hoofed forelegs trailing into a fish tail.
Giant brutish beings who attack all who cross their paths and eat the bodies.
Their stats can be found in Bestiary 4 or online here.
Karkinoi Brood Swarm
Swarms of newly hatched karkinoi.
Their stats can be found in Plunder & Peril or online here.
- Enfant Terrible: They're basically children, but they're just as bloodthirsty as the adults and even more voracious.
Mysterious and eerie beings that have some tie to the proper fate of existence. When Aroden died and prophecy stopped working their infrequent sightings stopped altogether, but recent rumors indicate they may be returning from their dormancy or that a new offshoot has appeared to take their place.
- Above Good and Evil: They don't care about morality or emotions, just that fate comes to pass regardless of the repercussions for other creatures or even themselves.
- Abstract Eater: Some claim they derive sustenance from suffering and pain, but there's no real evidence to support this.
- Black Box: The items they carry are esoteric in both function and purpose, such as lenses that make buildings look like rubble, manacles that lock and unlock on their own accord, and amulets that constantly drip ink.
- Chekhov's Gun: They sometimes give out items to their pawns or otherwise ensure they find their way into the hands of those who need them, with their true purpose only becoming apparent later on. The torn out journal entries of a madman may cause a cultist's faith to waver, a strangely carved wooden block may intercept a fatal arrow, and a useless map may soak up poisoned wine, all in accordance to their plans.
- The Chessmaster: Given their incredible ability to who what will happen years in advance and what needs to be done to ensure it comes to pass, even their mistakes are often part of their plan.
- Compelling Voice: Thanks to a handful of charm spells, they can convince people to do nearly anything. And if they save or are otherwise immune, their supernatural knowledge of fate and high intelligence means they can often persuade people to do what they want anyways.
- Dark Is Not Evil: Sure their passage often heralds disaster and death, but their actions are necessary to ensure fate continues its rightful path. In other occasions, their presence comes with drought-ending rains, mysterious resurrections, or incredible discoveries.
- Death Ray: Mothman elders have an obliteration ray that deals high damage of an energy type they decide. It also only takes them a swiftaction to use, meaning they can barrage enemies multiple time every round.
- Discard and Draw: Mothman elders loose the Agent of Fate ability used by normal mothmen, but gain an expander array of spells, an aura that controls temperature, and an obliteration ray.
- Glowing Eyes of Doom: One of the few consistent details in their appearance are glowing red eyes. It's weaponized with their Mind-Warping Gaze, which inflicts the shaken condition and does additional Wisdom damage if the target was already under a fear effect.
- God Guise: Some describe them as "alien angels" and mistake them for actual empyreals, which mothmen are all to willing to use to their advantage.
- Good Wings, Evil Wings: Their wings vary in appearance and may look like anything from tattered moth wings to shining butterfly wings to sheets of fire only barely shaped like wings at all. They're also decorative, as mothmen fly without flapping their wings and move easily in any direction through the air. Regardless of their shape and size they constantly change color, appearing indigo, bronze, green, red, gold, white, or any other color you care to name.
- Hell Is That Noise: Their voices haunt listeners for years after the fact, filling their dreams and echoed by every gust of wind and creaking from the walls. Even when people don't see them, some will hear terrible sounds drifting through the streets and alleys at night, terrible songs and whispers that sound like the hiss of a cat, a weeping child, or a woman's scream.
- In-Series Nickname: Old elven works call them the Heralds of Doom.
- I Work Alone: Mothmen tend to work on their own for reasons known only to them. They do gather small groups occasionally, but the rarity of this and their normal solitary nature leads some to believe that only a few mothmen exist at all.
- Large and in Charge: Mothman elders are a full size category bigger than typical mothmen.
- Laser-Guided Amnesia: They can cast modify memory, using it to erase certain memories and sometimes replace them with something more convenient for their goals. This is one of the best signs of mothmen in the area, as people find minutes, hours, or even days missing from their memories.
- Man Behind the Man: Their general role, though the man they act though isn't always a villain and can be anyone from a hero to an ordinary farmer.
- Monster Lord: The mothman elders are the strongest of their kind, disposing of mothmen that go rogue and cleaning up the messes of those who fail in their missions.
- The Mothman: Winged insectoid humanoids with glowing compound eyes. They appear before large-scale disasters, plaguing seemingly random victims with prophetic nightmares, leaving behind strange, random objects that invariably turn out to be life-savingly useful for their finders in unpredictable ways and vanishing once the disaster comes to pass. There is much speculation and no consensus as to why they do what they do, and mystery follows them wherever they go. Their appearances stopped almost completely after the death of the god Aroden and the worldwide failure of prophecy and prescience, but in recent years they have begun to appear sporadically once again.
- Multiple-Choice Past: Their origins vary wildly depending on who's telling it, and no one's even sure if any of them have even a grain of truth. These include:
- Mothmen are beings from another parallel world whose future has already come to pass and they hope to stop us from making their mistakes.
- They don't seek the rightful course of fate at all, but guide reality towards a particular future decided by the foul and ancient gods who command them.
- They're from the future and are making sure the past takes course such that they will exist.
- The whole "guiding fate" thing is a lie and they're just elaborate conmen who do what they do for shits and giggles.
- Never Ending Terror: Those who encounter a mothman are never free of its shadow. They hear its voice in the wind and the noises in the dark, see its presence out of the corner of their eye, and dream only of disasters and glowing eyes.
- New Powers as the Plot Demands: The purpose of their Agent of Fate ability. Once a day that can cast any spell they want, but only so long as it steers fate in its proper course. This isn't used for things like casting fireball to kill their opponents, but things like rusting grasp to weaken a structure or major image to lure someone to a particular location at a particular time.
- No Body Left Behind: Dissipate is an optional mothman ability meant to help preserve their mystery in the game. When their health drops below zero, rather than becoming unconscious like most creatures they instantly die and their body becomes a swiftly fading mass of shadows and smoke.
- Our Cryptids Are More Mysterious: Openly inspired by the American cryptid of the same name. There was even an incident with the collapse of the Bronze Bridge being linked to them in an obvious reflection of the real life stories surrounding the Silver Bridge collapse.
- This Was His True Form: Eerily averted with metamorphosis, an ability meant to help preserve their mystery in the game. When killed, a mothman's wings snap shut around them and harden into a stone cocoon. After an hour the cocoon crumbles to reveal a corpse that exactly resembles the creature that killed them.
- Time Abyss: They've been around since before Earthfall, making them at lest 9922 years old; even the elves remember them as a mysterious and ancient presence in their own early days.
- Soul Jar: Mothmen can create magical amulets known as mothman mementos, usually when they know they won't be needed for some time and need to ensure they will be around down the road. The process kills the mothman and traps their soul in the item, which they parasitically possesses whoever wears it and causes the mothman to be reborn from their body.
- The Spook: They only rarely reveal themselves to more than one person at a time, and showing themselves to a single being is infrequent.
- The Voiceless: Some say they never speak, while others say they do but can never remember the words. According to their stats they can't actually speak, communicating instead through telepathy.
- You Can't Fight Fate: All too often, there's nothing anyone can do to foil their machinations.
- Your Mind Makes It Real: Mothman elders have an ability called Warp Elements, which makes anyone nearby feel like they're freezing cold or swelteringly hot. It affects them as if it were a real change in temperature, but, because it's mental, spells to protect against the elements do nothing against it.
- Humanoid Aliens: Witchwyrds are alien to Golarion, and have a relatively humanoid body.
- Deadly Gaze: A medusa's gaze can turn victims into stone.
- A Kind of One: In Greek mythology, the snake-haired women whose gaze turned people to stone were called gorgons, and there were only three. Medusa was, specifically, the personal name of one individual gorgon. Like D&D, Pathfinder treats "medusas" as the name of an entire species of beings.
- Medusa: Snake-haired women with a petrifying gaze, adapted directly from Classical Mythology. They are thought to have originated in the islands of Iblydos, Pathfinder's Fantasy Counterpart Culture of Ancient Greece.
- One-Gender Race: All medusae are female, requiring them to breed with humanoid males to reproduce.
- Snake People: Brazen medusae, the daughters of medusae and particularly powerful humanoid males, have the bodies of giant, bronze-scaled snakes from the waist down.
- Taken for Granite: A victim of a medusa's gaze is turned into stone.
- Winged Humanoid: Mythic medusas have white, angelic feathered wings.
Immensely powerful medusas corrupted by Lamashtu.
- The Beastmaster: They have a very focused version of the Wild Empathy ability, allowing them to communicate with and direct both normal and giant scorpions.
- Beware My Stinger Tail: Their scorpion tails give them access to a painful — and poisonous — sting.
- Scorpion People: They're highly religious scorpion-centaurs inspired by Mesopotamian myth. They have scorpion claws growing from their waists, can control regular scorpions, and guard tombs and holy sites in the deserts of Garund, where they live in devoutly theocratic societies. Their stings, of course, are highly poisonous.
- Our Centaurs Are Different: Svathurim have the upper bodies of horned frost giants mounted upon the legs and torsos of titanic eight-legged horses.
The calikang is a much sought-after guardian of treasuries, harems, and fortifications. Legend holds that, an untold number of eons ago, one of the thousand deities of Vudra failed at a task, and the first calikangs were born from that gods severed fingers. Calikangs have powerful sense of guilt and shame over their divine sources ancient failings, and they believe that if enough calikangs protect worldly holdings from robberies or destruction, this inherited sin will someday be wiped clean.
- Suspiciously Similar Substitute: Physically at least, they sound very similar to the Valashai (a race of evil giant reptilian humanoids who enslaved hundreds of races and ruled an empire in the Valashmai Jungle until the Earthfall destroyed their empire and they left for parts unknown), and even have "warm jungles" as their prefered habitat. What connection they have, if any, is unknown. Might they be some decendents of the Valashai who were left behind by mistake and forgot their origins?
A cruel, bestial harbinger of punishment that haunts cold lands during their winter celebrations.
- The Ageless: Krampus does not suffer the ill effects of age, and cannot die of old age.
- Beast Man: A shaggy, clawed and horned humanoid with the legs and hooves of a goat.
- Chain Pain: Krampus fights with magical iron chains that moves as if they were part of its body and can coil around people like snakes. They lose all their magical properties if someone other than Krampus uses them, and it can reform them at will if it loses them.
- Fountain of Youth: Anyone Krampus stuffs into its sack is turned back into a child, although the effect wears off twenty-four hours after they get back out.
- Gone Horribly Wrong: Legend holds that it was originally created by a circle of druids to be a figure to lead and inspire their community in their holy winter rituals. This worked, for a time, but the people's bitter and hateful feelings from a series of harsh winters corrupted the magic that created Krampus, turning it into a bitter, harsh and cruel monster that killed the druids and turned the winter holiday into a time of terror.
- Horned Humanoid: Its head bears large, backwards-pointing horns.
- The Krampus: The immortal, goat-hooved, horned figure that comes during the winter holidays to beat those it deems immoral with chains and willow rods and stuff into its sack to take them away.
- Resurrective Immortality: Krampus cannot be permanently killed — if slain, it simply reforms somewhere else in the world in a year's time with all its memories intact.
- Single Specimen Species: There is only one, undying Krampus in all creation.