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This page is part of the character sheet for Pathfinder, covering non-playable native Outsider creatures. For playable races, see Pathfinder Playable Races.

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     Ahkhat 
Challenge Rating: 4
Alignment: True Neutral
Size: Small
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     Animal Lord 
Challenge Rating: Same as base creature or animal + 2
Alignment: Any Neutral
Size: Same as base creature

     Aoandon 
Challenge Rating: 12
Alignment: Chaotic Evil
Size: Medium

    Ashullian 
https://static.tvtropes.org/pmwiki/pub/images/ashullian_pathfinder.PNG
Challenge Rating: 11
Alignment: Chaotic Evil
Size: Large

Blind, contemplative artists originally from the lightless depths of the Elemental Plane of Water that coax sounds, tastes, and other diverse stimuli into miles-wide galleries. Long ago a race from Kaer Maga tried to pull them into the Material Plane to serve them as artists, only to drown when the caverns flooded and leaving the ashullians free to wander.


  • Ascend to a Higher Plane of Existence: Some ashullians vanish without a trace, which their kin attribute to them obtaining such artistic mastery that they transcended existence.
  • Attention Deficit... Ooh, Shiny!: Aggressive ashillians can be distracted with novel sensory experiences long enough to escape.
  • Bizarre Alien Biology: Ashullians have no internal organs, just swirling ribbons of fluid.
  • Blue and Orange Morality: Their idea of "curio" is utterly alien, considering strips of flayed skin to be about the same as scarves.
  • Combat Tentacles: Its tentacles are its primary form of melee attack.
  • Eccentric Artist: Their aesthetic sense is eclectic and unpredictable, with a single work including things like jeweled brooches, sodden scrolls, lumps of bread, scarves, and severed limbs.
  • Eyeless Face: They have no eyes, depending instead on a keen sense of smell.
  • Freaky Funeral Forms: Ashullains that die almost always end up having their corpses put on display in a younger ashullian's bower as an artistic statement about death and the passage of time.
  • Gameplay and Story Segregation: Their stats list them as Chaotic Evil, but nothing in their lore is particularly evil.
  • Home Field Advantage: An ashullian is The Omniscient when it comes to its bower, experiencing everything that happens in it simultaneously from every angle and perspective within it. It can also use telekinesis and major creation at will within the bower, can cause any spell they cast to originate from many point they wish within it, and always have line of sight to it. Their Synthetic Mastery ability also revolves around the bower, filling it with an overwhelming multisensory experience that deals damage and fascinates creatures witnessing it. That said, the bower takes an hour to create and dissipates if they go more than 200 feet from it, so it has its limits. On a more mundane level, they can suspend certain effects of physics on items in their bower in order to get the most out of them, like keeping certain objects from absorbing water or sinking to the bottom.
  • How the Mighty Have Fallen: Being trapped in flooded caverns rather than free to roam endless oceans has degenerated their power, confining their influence to small designated bowers.
  • The Kleptomaniac: They have a habit of stealing absolutely everything from any creature they encounter in order to get their full sensory experience.
  • Making a Splash: They have several spell-like abilities, nearly all of which have to do with water.
  • No-Sell: Having no eyes makes them immune to gaze attacks, visual effects, and most illusions.
  • The Remnant: There may be some true ashullians left on the Plane of Water, but if there are no one's seen them.
  • Sense Freak: Ashullians hoard sensory experiences they enjoy, making their bowers an overwhelming affair of scents, sounds, and other conjured effects.
  • Tail Slap: Their secondary form of melee attack.
  • You Can't Go Home Again: Ashullians are trapped on the Material Plane, though they constantly seek a way to return to their ancestral home.

     Bisha Ga Tsuku 
Challenge Rating: 9
Alignment: Neutral Evil
Size: Medium

     Couatl 
Challenge Rating: 10
Alignment: Lawful Good
Size: Large

  • Feathered Serpent: Couatls are enormous feathered serpents with birdlike wings that guide and nurture fledgling civilizations and act as messengers for lawful and good deities.
  • Genetic Memory: Couatls are born already fully intelligent and aware, and possessing a portion of their parents' memories.
  • To Serve Man: Couatls have been known to eat evil humanoids.
  • Truly Single Parent: Couatls are sexless and do no breed in the manner of other creatures. When a couatl feels the need to reproduce, it spontaneously generates an iridescent egg that almost immediately hatches to reveal a fully formed couatl a few feet long.
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     Daitengu 
Challenge Rating: 10
Alignment: True Neutral
Size: Medium

     Etiainen 
Challenge Rating: 1
Alignment: Chaotic Neutral
Size: Medium

     Garuda 
Challenge Rating: 9
Alignment: Chaotic Good
Size: Medium

  • Arch-Enemy: Garudas despise nagas and other serpentine aberrations.
  • Bird People: A garuda has a humanoid body with a bird's face, talons and wings.

     Half-Celestial 
Challenge Rating: Same as base creature + (1-3)
Alignment: Good
Size: Same as base creature

  • Semi-Divine: Half-celestials have one celestial and one mortal parent.

     Half-Fiend 
Challenge Rating: Same as base creature + (1-3)
Alignment: Evil
Size: Same as base creature

  • Semi-Divine: Half-fiends have one fiendish and one mortal parent.
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    Joyful Thing 
Challenge Rating: 6
Alignment: Lawful Evil
Size: Medium

The most loyal of Zon-Kuthon's followers who've carved away limbs and non-vital organs in rituals akin to those practiced by kytons.


  • Body Horror: They're missing a lot of body parts and are grotesquely bloated, leaving them obese limbless things that wriggle and laugh at the sensation of pain.
  • The Empath: They can read thoughts and emotions, but only by wrapping their overly long tongue around the subject's head.
  • Sadist: Joyful things have bonuses against creatures that are afraid or in pain.

     Kami 

  • Nature Spirit: The kami were originally created as wardens and protectors of nature and the wild places of the world. Many still serve this purpose, serving as embodiments and guardians of plants, waterways and natural phenomena, but others have adapted to the growth of civilization and have shifted their protection and attentions to artificial structures, communities and other products of civilization.
  • Telepathy: Kami are natural telepaths, and can read the thoughts of anyone within a certain the distance of themselves — the more powerful the kami, the greater the distance.

Shikigami

Challenge Rating: 2
Alignment: Lawful Neutral
Size: Tiny

Small, stony kami that watch over milestones, domestic statues, public art and other small but valued objects crafted by people.


  • Improvised Weapon: Shikigami are particularly skilled at using object they might have handy as a thrown or melee weapon.

Kodama

Challenge Rating: 5
Alignment: True Neutral
Size: Small

Faceless kami who stand watch over individual trees in the wilderness.


  • The Faceless: Their faces are devoid of any facial features save for two shallow indentations where their eyes would be.

Zuishin

Challenge Rating: 10
Alignment: Lawful Good
Size: Medium

Floating, humanoid kami who protect gates, passageways and shrines, preventing evil forces from entering or desecrating them.


  • Healing Shiv: While their arrows work normally by default, they can cause them to carry any of a variety of healing effects — such as direct hp restoration or the removal of sicknesses or curses — to be delivered to whoever they hit.

Toshigami

Challenge Rating: 15
Alignment: Neutral Good
Size: Medium

Some of the few kami to watch over cultivated plants, the blossom kami protect cherry trees and cherry orchards in the hearts of cities.


  • Cherry Blossoms: Toshigami — in addition to watching over cherry trees and being known as blossom kami — are particularly associated with cherry flowers' association with life and death. They're strongly associated in-universe with the passage of time, and often stand as the last sentinels of long-abandoned cities. They are also capable of making other creatures age with a touch.
  • Horned Humanoid: They have branches shaped like antlers growing from their heads.
  • Plant Person: Toshigami appear as women made out of the wood, bark and blossoms of the cherry trees they protect.
  • Rapid Aging: Their Touch of Ages special ability can make other creatures age years in mere moments.
  • Voluntary Shapeshifting: They can transform themselves into cherry trees.

Jinushigami

Challenge Rating: 20-25
Alignment: True Neutral
Size: Gargantuan

Immensely powerful kami who serve as guardians for natural wonders and vast tracts of unspoiled nature.


  • Back from the Dead: Jinushigami can bring one creature back from the dead every day, even if their body has been destroyed or is otherwise not present.
  • Elemental Embodiment: They're for all intents and purposes living embodiments of the areas they oversee, and their appearances and powers reflect this once they become especially old and powerful — an elder jinushigami that protects a glacier might be made of rough-hewn blocks of ice and have magic themed around ice and cold, one that watches over a great ocean reef might be made of coral blocks and seaweed and be able to control water, one that rules over a volcano might be made of rocks and lava and have magical control over fire and molten stone, and so on.
  • Green Thumb: All jinushigami have the ability to control and speak with plants and to magically shape and alter wood.
  • Teleportation: A jinushigami can teleport at will to any spot within the area it watches over.

     Manitou 
Challenge Rating: 15
Alignment: Neutral Good
Size: Huge

     Nephilim 
Challenge Rating: 8
Alignment: Any
Size: Large

     Oni 
  • Demon of Human Origin: Rarely, a mortal's soul can become a disembodied oni upon death, or in even rarer cases, after a truly evil individual has undergone a particularly vile ritual that ends in suicide.
  • Evil Overlord: Oni are most comfortable in positions of leadership over enslaved or oppressed societies populated by humanoids they can masquerade as.
  • Extra Eyes: All oni yai have a third eye on their forehead.
  • Face–Heel Turn: The majority of oni were once kami who failed their wards, or more often, who deliberately abandoned them.
  • A Form You Are Comfortable With: All oni are capable of changing their shape to assume forms more pleasant to the eye.
  • For the Evulz: To the oni, no pleasure is more enjoyable than one that deprives or wounds another.
  • Gonk: An oni's true form is always similar to that of a specific humanoid race, save that it is always deformed and monstrous.
  • Monster Lord: Particularly powerful oni, known as yai, gather to their side entire legions of oni.
  • Our Demons Are Different: Oni are a race of evil spirits, native to the Material Plane, that manifest physical bodies based upon the shapes and desires of humanoid mortals.
  • Sense Freak: Oni arrive in physical form starved for sensory experience, and never fully sate their desire to gorge on such experiences.

Spirit Oni

Challenge Rating: 2
Alignment: Lawful Evil
Size: Tiny

  • Dirty Coward: Even after being freed from servitude, spirit oni are too cowardly to take the risk of destroying themselves so that they can try to reincarnate as a more powerful oni.
  • Equippable Ally: A spirit oni can be worn as a mask by a willing Small or Medium creature.
  • Evil Mask: The ritual to gain a spirit oni familiar requires the spellcaster to craft a particularly fiendish and fierce-looking oni mask, then attract a bodiless oni to it.
  • Familiar: A spirit oni is created when an evil spellcaster wishes to use an oni as a familiar.
  • Flying Face: A spirit oni's body is little more than a flying, monstrous mask.
  • The Resenter: A spirit oni bound to a master is robbed of its immediate chance to achieve a human form. As a result, spirit oni are foul-tempered and cantankerous creatures, even to their masters.

Kuwa

Challenge Rating: 4
Alignment: Lawful Evil
Size: Medium

Ogre Mage

Challenge Rating: 8
Alignment: Lawful Evil
Size: Large

  • Monster Lord: Ogre mages are often the leaders of ogre tribes.
  • Non-Indicative Name: The name 'ogre mage' comes from their association with ogres; ogre mages aren't actual ogres.

Ice Yai

Challenge Rating: 14
Alignment: Chaotic Evil
Size: Large

  • Human Sacrifice: A tribe led by an ice yai may still raid settlements of humanoids, but the tribe soon learns the value of establishing regular tributes and willing sacrifices.
  • Monster Lord: An ice yai is a natural leader among frost giants, tempering their savagery with its own wisdom.

Fire Yai

Challenge Rating: 15
Alignment: Neutral Evil
Size: Large

  • Big Red Devil: A giant-sized, red-skinned fiendish creature.
  • Hot-Blooded: Fire yai are the most impulsive of their kind: several tales tell of clever heroes taunting fire yai to act rashly.
  • Monster Lord: Many fire yai seek out tribes of fire giants to infiltrate and rule.
  • Super Smoke: A fire yai can turn into a cloud of smoke.

Water Yai

Challenge Rating: 18
Alignment: Chaotic Evil
Size: Huge

  • Blob Monster: A water yai can turn into a mobile pool of water.
  • Pet the Dog: Despite their evil natures, water yai are prone to acts of unexpected frivolity.
  • Sea Monster: Water yai are the most at home dwelling beneath the waves.

Void Yai

Challenge Rating: 20+
Alignment: Lawful Evil
Size: Huge

  • Does Not Like Magic: Voidlords generally eschew spellcasting classes under the opinion that might and the oni's inborn supernatural abilities are a greater path to conquest than mortal magic.
  • Glamour Failure: Their vanity is such that most void yai are masters of using their change shape ability to appear as breathtakingly handsome or beautiful giants, and it is in this form they prefer to live. Only when combat begins does their rage take control, causing them to revert to their true, horrific shapes.
  • The Power of the Void: A void yai has the ability to launch a negative energy beam from its third eye, assume an ethereal void form, and create a lesser Sphere of Annihilation.

     Peri 
Challenge Rating: 14
Alignment: Neutral Good
Size: Medium

  • Arch-Enemy: Peris hate the divs for seeking to ruin the good works of mortals, and in turn the divs enjoy torturing and persecuting captured peris.
  • The Atoner: Believed to be the descendants of fallen angels, peris do penance for their ancestors' sins before they can earn a place in paradise.
  • Dance Battler: A peri can spin in an ever-faster, whirling dance, transforming herself into a spinning vortex of flame.
  • Heroic Albino: The peri looks like an albino woman.
  • Hot Wings: A peri has peacock wings made out of flames.

    Shadow Animal 
Challenge Rating: Same as base creature + (1-2)
Alignment: Any, usually non-good
Size: Same as base creature

Animals infected with the energies of the Shadow Plane. This template can only be applied to animals.


  • Brown Note: One of the abilities they can get is a fear aura that causes terror in anyone who perceives them.
  • Chameleon Camouflage: They can blend in easily so long as they aren't in bright light.
  • Innate Nightvision: If the base animal didn't have it already, they gain it with the transformation.

     Rakshasa 
Alignment: Lawful Evil

  • Demon of Human Origin: Rakshasas were originally evil spirits of mortal manipulators, traitors and tyrants obsessed with materialistic evil. Purely from stubborn hate, these spirits do not pass into the Boneyard upon death; instead, they take shapes that better reflect the baseness of their lives and are reborn as fiends.
  • Fantastic Caste System: There are seven castes in rakshasa society: pagala (traitors), goshta (food), adhura (novices), darshaka (servants), paradeshi (rakshasa-kin), hakima (lords) and samrata (lords of lords). They encompass not just all of rakshasa society, but all of life, although only rakshasas can attain the stations of darshaka and above.
  • A God Am I: Rakshasas see themselves as the only thing worthy of worship from the mortal races.
  • Reincarnation: When a rakshasa dies, its spirit seeks a new host to be reborn in.
  • Semi-Divine: New rakshasas come into being via the coupling of a rakshasa and a non-rakshasa or, rarely, that of two non-rakshasas, if a previously slain rakshasa could reincarnate into the world by usurping the unborn offspring's body.

Raktavarna

Challenge Rating: 2
Size: Tiny

Dandasuka

Challenge Rating: 5
Size: Small

  • Affably Evil: Despite their usual disorderly habits, they bargain good-naturedly and in good faith, only implying dire consequences for noncompliance.
  • Big Eater: A dandasuka is often not able to contain its fiendish appetite. It might lick a bloody blade, lap up fallen drops, or even take a bite out of a fallen foe at the expense of a more tactically sound option in a fight.
  • Evil Laugh: Dandasukas go about their work cheerfully, laughing as they manipulate foes and butcher victims.
  • Horror Hunger: Monstrous hunger gnaws at the hyperactive dandasuka's body, making the creature crave humanoid flesh and blood.
  • To Serve Man: A dandasuka settles for other meat when it must, but it always prefers humanoid flesh.

Marai

Challenge Rating: 8
Size: Medium

Common rakshasa

Challenge Rating: 10
Size: Medium

  • Petting Zoo People: When not disguised as a humanoid, the otherwise humanoid rakshasa has the head of an animal.

Tataka

Challenge Rating: 15
Size: Large

Maharaja

Challenge Rating: 20+
Size: Medium

     Tsukumogami 
Challenge Rating: Same as base creature + 2
Alignment: Any
Size: Same as base creature

     Urdefhan 
Challenge Rating: 3
Alignment: Neutral Evil
Size: Large

  • For the Evulz: An urdefhan seeks to inflict as much death as possible upon the world before it perishes.
  • National Weapon: Urdefhans have developed many strange weapons, but none are more iconic than the two-bladed rhoka sword, and all urdefhans are proficient in their use.
  • Semi-Divine: Urdefhans are infused with daemonic energies from Abaddon and usually have daemon fathers since male urdefhans are sterile.

     Wakandagi 
Challenge Rating: 14
Alignment: True Neutral
Size: Large

     Wendigo 
https://static.tvtropes.org/pmwiki/pub/images/pzo1116_previewmonster10.jpg
Challenge Rating: 17
Alignment: Chaotic Evil
Size: Large

Beast-headed horrors from the far north that infect people with a supernatural psychosis that drives them to madness and cannibalism, eventually transforming their victims into new wendigos.


  • Beast Man: Wendigos resemble white-furred humans with the head of a wild animal — usually a stag in official art — with teeth altered to be those of a savage carnivore if they wouldn't normally be such.
  • Demonic Possession: The creation of a wendigo culminates in an evil spirit of winter and cannibalism inhabiting a cannibal's body and twisting it into a wendigo's monstrous form.
  • Dream Weaver: A wendigo can spread its psychosis to victims by infecting their nightmares.
  • Grim Up North: Outside of specialized variants, wendigos favor the frozen north of the world for their hunting grounds: they're rarely found south of Irrisen and the lands of the Ulfen and Kellids, and abound in the frozen wastelands of the Crown of the World.
  • I'm a Humanitarian: Wendigos enjoy driving people to cannibalistic madness, and this is the last step before one transforms into a wendigo. Tribal humanoids sometimes worship wendigos as gods, attempting to appease the creatures by engaging in ritual cannibalism.
  • Supernatural Fear Inducer: The wendigo's forlorn howl can cause people to become panicked or cower in fear.
  • Underground Monkey: Wendigos come in a subterranean variant spawned from trapped miners and spelunkers forced to resort to cannibalism, an antelope- or jackal-headed desert variety related to death by thirst and hording water and a space-dwelling version that can hibernate for millennia on derelict starships.
  • Was Once a Man: Wendigos were once people that got cursed with wendigo psychosis and driven to cannibalistic madness.
  • Wendigo: The classic monster associated with cold and cannibalism — a wind-walking, stag-headed humanoid with legs ending in burnt-off stump, created from humans who eat the flesh of their own kind and capable of turning people into more wendigos.

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