This page is part of the character sheet for Pathfinder, covering Outsider creatures that do not fit within one of the following sub-pages:
- Native Outsiders
- Inner Sphere Outsiders
- Outer Sphere Outsiders
Planar wanderers driven to explore the Great Beyond.
- The Ageless: Don't seem to age given their willingness to while away years standing motionless in observation, thought they tend to meet violent ends often enough that it's hard to tell.
- Ambiguous Situation: No one knows why they wander. Theories range from some complex plan, a strange form or nutrition, or being scouts for some other force.
- Dragged Off to Hell: Any creature they grapple can be brought along when they plane shift. They typically use this on creatures that can comprehend their peril and strand them in the most inhospitable parts of the multiverse that won't kill them outright.
- Drunken Master: Give this impression. Their movement is uncoordinated, making them look drunk or seriously wounded, but they're not any less dangerous for it.
- Eating Optional: They have no need to eat or drink, which makes surviving in hostile planes easier.
- Eyeless Face: All they seem to have is a mouth.
- Humanoid Abomination: Humanoid in basic shape, but the way they move and act makes it clear that this is a fluke more than anything.
- Lean and Mean: Skeletally thin and all too willing to drag you to Hell and leave you there.
- Required Secondary Powers: Averted, they have no special ability to survive in other planes. They make up for it with an instinctive knowledge of the planes that lets them arrive at areas they can survive in. More powerful shamblers tend to track down magic items to make up for this weakness and expand their horizons.
- The Sleepless: Like many outsiders, they don't need to sleep.
- Summon Magic: A dimensional shambler can be summoned in a ritual involving complex runes and blood sacrifices, though the ritual is different from shambler to shambler. However, their mastery over planar travel allows them to resist summoning, making them much harder to call upon than most outsiders.
- Teleport Spam: The can cast dimension door at will and act as normal after teleporting, which lends itself to a lot of quick repositioning.
Eidolons are created when summoners drawn on the energy of the Maelstrom to create a creature they can bind to themselves as a loyal companion. Normally when a summoner dies the eidolon is dismissed forever, but when the bond is shattered through unnatural means the eidolon may persist as a living force of chaos.
The souls of the dead before they've transitioned into something more.
- Big Creepy-Crawlies: The Chaotic Evil Abyssal larvae appear as pallid, maggot-like creatures with the face the creature had in life.
- Blob Monster: The forms of the shapeless of Limbo constantly waver and shimmer.
- Brought Down to Normal: No matter how strong they were in life, all petitioners' CR is reduced to 1 (or at most 3) by time they become one.
- Dem Bones: The petitioners in Purgatory appear as animated skeletons but are not undead.
- Everything Trying to Kill You: The hunted petitioners of Abaddon are doomed to be stalked and eventually consumed by the daemons that lust for souls unless if they survive long enough to become a daemon.
- Holy Halo: The elect petitioners of Heaven possess a golden halo.
Beings from the half-dimensions behind mirrors, soulslivers watch material creatures in order to take their forms and kill the original.
- The Ageless: A titan does not age and unless killed by violence, a titan is immortal.
- Our Titans Are Different: Titans are a very ancient race of humanoids that were the first creations of the gods. The giants are their degenerate descendants.
- Drop the Hammer: Elysian titans usually carry an immense hammer made of gleaming metal.
- Walking the Earth: Lone Elysian titans often wander the planes, seeking enlightenment or exploring ancient places of power.
- Clingy Costume: Fomorian titans are sealed within their armour.
- A God Am I: In their pride, fomorians created life of their own, so they too might be worshipped.
- Creating Life: Thanatotic titan sculptors created the demodands from the foul clay and waters of the Abyss.
- Evil vs. Evil: Thanatotic titans spend much of their time fighting among themselves or against various demon lords.
- A God Am I: Thanatotic titans see themselves as true icons worthy of worship. Some work to found personal cults among mortals, while others wage unending crusades against the followers of the gods.
- Green-Eyed Monster: When they grew jealous of the adulation the gods received from mortals, the thanatotic titans began a crusade to destroy mortal life.
- Monster Lord: Demodands serve the thanatotic titans as shock troops, generals and slavers.
- Rage Against the Heavens: The thanatotic titans waged war against the very gods who created them.
- The Social Darwinist: Thanatotic titans see the fight for survival between newborn demodand siblings as a necessity to make the race stronger.
- Go Mad from the Isolation: The gods cast the hekatonkheires into the furthest reaches of the multiverse they could find. The hekatonkheires drifted in the void for aeons, and the madness wrought upon them by isolation destroyed their memories.
- Kaiju: Hekatonkheires are 25-ton-heavy monstrosities whose existence is based wholly on the devastation of life.
- Multi-Armed and Dangerous: Each head of a hekatonkheires has two arms of its own, or 100 in total.
- Multiple Head Case: A hekatonkheires has 50 heads each.
- Quest for Identity: Hekatonkheires have no knowledge of why their ancestors were originally banished, and so they wander in search of answers, all the while destroying entire worlds.
- Rage Against the Heavens: The hekatonkheires sided with the thanatotic titans in their war against the gods.
- Shock and Awe: Hekatonkheires are known for their control over lightning and thunder, and a hekatonkheires' arrival is often prefaced by an abrupt and tumultuous storm.
- Barrier Maiden: Certain danavas have, over the aeons, merged with the cruxes of the universe they oversee. Destroying one of those danava pillars would be a step toward unravelling reality itself.
- Cain and Abel: The danavas originally went to war against their chaotic titan brothers.
- Principles Zealot: Conceived originally at the foundation of reality to govern and regulate the mercurial forces that shaped the cosmos, danavas ultimately proved too harsh, rigid and unflinching for their mission.
- Sealed Badass in a Can: During the war between the danavas and other titans, the gods interceded before creation was rent asunder, placing the danavas in stasis beneath the waves.
- White Sheep: While danavas are usually Lawful Neutral, some Lawful Good danavas do exist and endeavour to cause the minimum necessary destruction to achieve their goals.
Beings of pure thought made physical by powerful minds. This template can be applied to any corporeal creature, changing its creature type to outsider.
The creations of the goddess Desna and the only truly native creatures of her personal demiplane. They often leave their dimensional home to wander the Material Plane, doing so with their creator's blessing.
- In-Series Nickname: Sometimes called "moth angels" or "daughters of Desna."
Titanic parasites from the hide of Rovagug. Their ability to gnaw through planes allows them to escape the Dead Vault and wander through other planes, a behavior many fear may one day weaken the prison enough for the Rough Beast to break free.
Dimension of Dreams
When the lucid bodies of dreamers are killed in certain corrupted areas of the Dimension of Dreams, their nightmarish final moments can drag their murdering creature into the Dimension of Dreams and strand them between the sleeping and waking worlds. These creatures can physically manifest through the corpse of the dreamer they killed to create them and seek to bond to new corpses as the original body decays.////This template can be applied to any corporeal creature. The stats for this template can be found in The House on Hook Street or online here.
Powerful cousins of night hags, dreamthief hags hunt dreaming minds in the Dimension of Dreams.
Nightmares that persist after the waking of their dreamer.
- Nightmare Sequence: Their appearance in someone's dreamscape turns it into one of these.
- Supernatural Fear Inducer: They have a Nightmare Aura that distorts the world around them with darkened shadows, subtle rot, and skewed perspective to all who view it, inflicting the shaken condition and preventing dreamers from accomplishing unrealistic feats.
- Touch of Death: Feargaunts have an incorporeal touch attack that deals high untyped damage, bypasses any damage resistance, and deals Charisma bleed if the target is suffering from a fear affect.
Dimension of Time
- Anthropomorphic Personification: Of various emotions and base drives.
- Combat Clairvoyance: They can see slightly into the future, granting them a bonus to AC as they see attacks coming before they happen.
- Flash Step: Their Temporal Jaunt ability lets them briefly vanish into the time stream. This functions like dimension door but they can only arrive at a location they could normally reach by walking, effectively letting them walk that distance instantly. This also has the benefit of not actually being a teleportation effect, and as such functions even in areas that bar teleportation.
- Healing Factor: All siktempora have fast healing.
- No-Sell: All are immune to disease, poison, and mind-affecting effects, as well as one additional condition based on their originating emotion.
- The Undead: Sometimes deaths can stain time with the strongest emotion they were feeling, allowing thoughts and emotions unbound by physicality to congeal into a siktempora.
Misery siktemporas are personifications of silent suffering. Hideous to behold, wracked in such constant pain that they can endure any agony, and with alien minds incapable of forming any other thought apart from various forms of self-loathing and despair, misery siktemporas find themselves drawn out of the Dimension of Time to seek out those who spawned them and inflict miserable vengeance.
- Clock Roaches: Not by nature, but misery siktemporas born from the desecration of the timestream get bonuses against the creature that created them and get an extra at-will spell to constantly pinpoint their maker's location.
- The Eeyore: A murderously aggressive version, but they feel only misery and despair.
- Emotion Bomb: Those struck by a misery siktempora's claws are overwhelmed by feelings of misery and despair, suffering significant debuffs and healing the misery. They also have a telepathic wail that fills the mind of a single target with the misery's emotions.
- Feel No Pain: They have immunity to pain effects, as their constant misery dwarfs anything else they could experience. Considering that even kytons don't have that, it says a lot about what their existence feels like.
- Gameplay and Story Segregation: According to fluff, they have no innate way to return to the Dimension of Time once they leave, making their campaigns of misery one-way trips. According to their stats, they can cast plane shift once a day.
- Sadist: They're particularly good at hurting creatures that are already suffering, gaining bonuses against creatures under the confusion condition or affected by their Misery ability. They're also the only species of siktempora that actively seek to leave the Dimension of Time to spread their base emotion, which happens to be misery.
- The Voiceless: They're mute, but make up for it with Telepathy.
Predators from beyond the Outer Sphere.
- Alien Geometries: Their constant air walk is implied to be them walking on surfaces that exist in metaphysically adjacent realities, giving them the appearance of walking on air.
- Brown Note: Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically will be harmed by its otherworldly mind.
- Clock Roaches: Of a sort. They're not protective of the Dimension of Time and its rightful flow but they do live in it, which means that screwing with it is a quick way to come to their attention as a meal.
- Deadly Gaze: A hound of Tindalos has a ripping gaze, which opens up massive gashes on a target just by looking at it..
- Eldritch Abomination: Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature.
- He Knows Too Much: Wandering too far beyond the boundaries of the planes or the timestream is a good way to get one coming after you.
- Invisibility: They can cast invisibility at will.
- Logical Weakness: Their Angled Entry ability explicitly states they can only teleport or plane shift when their destination is a fixed angle. As such, they can be prevented from teleporting into an area simply by using architecture with rounded corners and angles.
- No-Sell: To any mind-affecting effects, poison, and non-magical attacks that do less than 10 points of damage.
- Stealth Expert: At-will invisibility and fog cloud do wonders for avoiding or escaping detection, while Angled Entry lets them easily reposition while you can't see them or simply skip past most defenses to wherever they want to infiltrate.
- Super-Persistent Predator: At-will locate creature coupled with thrice a day discern location and greater scrying lets them track prey incredibly well, while thrice a day slow and dimensional anchor prevents said prey from escaping.
- The Voiceless: They can speak, albeit in Aklo, but they never communicate with other creatures.
Watchers are enigmatic and insrutible to nearly all creatures, due in large part to the mystery surrounding their home plane. Watchers lurk in worlds on the brink of destruction, preparing to watch events unfold and collect a piece to be enshrined in Jandelay.
Beings from the nightmare dimension of Leng.
- Cthulhumanoid: They often have to wear masks to conceal mouths full of tentacles.
- Evil vs. Evil: Their Arch-Enemy are the spiders of Leng, another Chaotic Evil race.
- Natural Weapon: Their teeth and tongue can be used as a weapon.
- Public-Domain Character: They originated in H. P. Lovecraft's novella The Dream-Quest of Unknown Kadath.
- Resurrective Immortality: A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated.
Alien entities from an unknown dimension common summoned by Thassilonian wizards as minions.
- Achilles' Heel: Scarlet walkers have a vulnerability to electricity.
- Bizarre Alien Senses: Their primary sense is their Bloodsense, which lets them sense blood whether it's in veins, an undead creature's stomach, or spreading across the floor.
- Blood Lust: It's not just that they need to drink blood to live, they genuinely love it. Among their own kind they talk about blood in the same way wine tasters discus their favorite vintages, seemingly never loosing interest in the topic.
- Cold-Blooded Torture: They're adept at using it to extract information.
- Combat Tentacles: They can make a single tentacle attack every round that inflicts bleed damage and paralyzes targets.
- Healing Factor: They have fast healing 10.
- Mind Rape: When they're finished with a victim and mere death isn't appropriate, they telepathically raze their minds to drive them insane or leave them an Empty Shell.
- No-Sell: To acid and cold damage, as well as poison.
- Power Pincers: The primary melee weapons of a scarlet walker are its pincers, which have an expanded critical range inflict bleed damage.
- Vampiric Draining: Every creature within 20 feet of a scarlet walker is immediately subject to its Blood Drinking Gaze.
- Womb Level: On Leng they construct immense hives out of coagulated blood and organic tissues.
- You Have Outlived Your Usefulness: No one ever walks out of their interrogations, whether because they're a corpse or too mentally broken to move.