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This page is part of the character sheet for Pathfinder, covering Outsiders native to one of the planes in the Inner Sphere, which includes the Elemental Planes, the Ethereal Plane, the Plane of Shadow and the energy planes.

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Elemental Planes

     Elemental 
Challenge Rating: 1-11
Alignment: True Neutral
Size: Small to Huge

The primal denizens of the Elemental Planes, there are Elementals representing the four classic elements and the various combinations thereof.


  • Elemental Embodiment: Of air, water, earth and fire, as well as lightning, ice, mud and magma.
  • Elemental Powers: Each elemental holds power over its respective element.
  • Evil Living Flames: Mythic fire elementals are described as living fragments of the first flames of the Elemental Plane of Fire, and greatly enjoy scattering flammable mortal foes to set them alight one by one.
  • Rock Monster: Earth elementals are creatures made of living stone or earth.
  • True Neutral: Even the ones smart enough to do so generally don't concern themselves with morality.

     Genie 
The most powerful races that tend to be extant on a given Elemental Plane, genies are vaguely humanoid beings who possess legendary power, craftsmanship and knowledge.

Efreeti

Challenge Rating: 8 (10 for nobles)
Alignment: Lawful Evil
Size: Large

  • Aristocrats Are Evil: All genies are fairly articulate and upper-crust, but efreeti are also incredibly cruel.
  • Big Red Devil: Between their bright red skin, horns and cruel and tyrannical natures, they embody this trope much more closely than any of the setting's actual fiends.
  • Horned Humanoid: They have small red-black horns growing from their foreheads.

Djinn

Challenge Rating: 5 (8 for nobles)
Alignment: Chaotic Good
Size: Large

  • Good Is Impotent: They are Chaotic Good, but generally less powerful than their evil counterparts.
  • Three Wishes: Noble djinni, known as viziers, are bound to grant three wishes to any mortal who can capture them. They grant no other services, and leave once the third wish is granted.

Shaitan

Challenge Rating: 7 (13 for nobles)
Alignment: Lawful Neutral
Size: Large

Marid

Challenge Rating: 9 (11 for nobles)
Alignment: Chaotic Neutral
Size: Large

Janni

Challenge Rating: 4 (7 for nobles)
Alignment: True Neutral
Size: Medium

     Mephit 
Challenge Rating: 3
Alignment: True Neutral
Size: Small

     Veela 
Challenge Rating: 7
Alignment: True Neutral
Size: Medium
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     Wysp 
Challenge Rating: 2
Alignment: True Neutral
Size: Tiny

     Xocothian 
Challenge Rating: 4
Alignment: True Neutral
Size: Large

Air

     Aerial Servant 
Challenge Rating: 11
Alignment: True Neutral
Size: Medium

     Anemos 
Challenge Rating: 18+
Alignment: True Neutral
Size: Medium
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     Belker 
Challenge Rating: 6
Alignment: Neutral Evil
Size: Large

     Comozant Wyrd 
Challenge Rating: 4
Alignment: True Neutral
Size: Small

     Invisible Stalker 
Challenge Rating: 7
Alignment: True Neutral
Size: Medium

     Mihtsu 
Challenge Rating: 8
Alignment: Neutral Evil
Size: Medium

Earth

     Crysmal 
Challenge Rating: 3
Alignment: True Neutral
Size: Small

     Mudlord 
Challenge Rating: 6
Alignment: True Neutral
Size: Medium

     Sandman 
Challenge Rating: 3
Alignment: Neutral Evil
Size: Medium

     Xiomorn 
Alignment: Lawful Neutral
Size: Medium

Vault Keeper

Challenge Rating: 14

Vault Builder

Challenge Rating: 20

     Xorn 
Challenge Rating: 6
Alignment: True Neutral
Size: Medium

Fire

     Azer 
Challenge Rating: 2
Alignment: Lawful Neutral
Size: Large

     Magmin 
Challenge Rating: 3
Alignment: Chaotic Neutral
Size: Small

     Rast 
Challenge Rating: 5
Alignment: True Neutral
Size: Medium

     Salamander 
Challenge Rating: 6
Alignment: Chaotic Evil
Size: Medium

  • Fiery Salamander: Salamanders are a race of outsiders native to the Plane of Fire.
  • Made a Slave: Some of the stronger elemental fire races enslave salamanders for their metalworking skill and fighting prowess.
  • Snake People: A salamander is a snake-bodied humanoid.

     Thoqqua 
Challenge Rating: 2
Alignment: True Neutral
Size: Medium

Water

     Tojanida 
https://static.tvtropes.org/pmwiki/pub/images/tojanida_by_christopherburdett5f7f.jpg
Challenge Rating: 5
Alignment: True Neutral
Size: Medium

Bizarre hybrids of crabs and snapping turtles cursed into their current forms due to a long-forgotten slight, tojanidas know they used to be so much more than they are now, and are often insufferably proud and arrogant as a result.


  • Extra Eyes: They have eyes studded around the rims of their shells, with one in each space between the holes in their shells that their flippers, claws and jaws pass through.
  • Genetic Memory: Tojanidas retain the memories of all their ancestors as far back as their original transformation and banishment from the plane of water. A side effect of this is that they're extremely sedentary and apathetic — having the memories of literally thousands of generations means that there's very little novelty in a tojanida's life, as most new stimuli and activities will be things that it will remember having done or seen hundreds of times already. It also leads to them almost revering ignorance and forgetfulness, as they reason that not remembering things will allow you to experience more new events, and thus is the surest way to a happy and fulfilled life.
  • Mix-and-Match Critters: They resemble bizarre crosses of crabs and sea turtles, with crablike pincers and mandibles protruding from a turtle shell.
  • Morphic Resonance: When elder tojanidas shapeshift, some trace of their shell remains visible regardless of what form they take, generally turning into a shelled, armor-plated or spiked version of whatever they were going for.
  • Voluntary Shapeshifting: Elder tojanidas can take the shape of any aquatic animal or magical beast, although their shell remains visible in some form regardless of the form they take.

     Triton 
Challenge Rating: 2
Alignment: Neutral Good
Size: Medium

Positive Energy Plane

     Jyoti 
Challenge Rating: 9
Alignment: True Neutral
Size: Medium

     Manasaputra 
Alignment: Lawful Good

  • Arch-Enemy: Manasaputras and sahkils are sworn enemies, as sahkil predation actively impedes the development of mortal souls. This often results in manasaputras or their agents defending vulnerable spirits or leading quests to liberate worthy souls before they're destroyed.

Manu

Challenge Rating: 12
Size: Medium

Rishi Manu

Challenge Rating: 14
Size: Medium

Maharishi Manu

Challenge Rating: 16
Size: Medium

Twilight Pitri

Challenge Rating: 18
Size: Large

Solar Pitri

Challenge Rating: 22
Size: Large

     Turul 
Challenge Rating: 19
Alignment: True Neutral
Size: Gargantuan

Negative Energy Plane

     Phantom 
Challenge Rating: 4
Alignment: True Neutral
Size: Medium

     Sceaduinar 
Challenge Rating: 7
Alignment: Neutral Evil
Size: Medium

Ethereal Plane

     Sahkil 
Alignment: Neutral Evil

Psychopomps are meant to shepherd the cycle of souls, but some tire of serving the order of a system that will inevitably end. These rebels are sahkils, fiends that embrace the fear with which mortals view the messengers of death and have resolved to rule for the finite eons the multiverse has left.


  • Anthropomorphic Personification: Played with. Sahkils each embody a particular type of fear, but this isn't an innate part of their being. Rather, it's a conscious change they've made to themselves in order to become more terrifying to mortals.
  • Antimagic: A limited version. All sahkils have the Spirit Touch ability, allowing them to act against intangible beings as if they were corporeal.
  • Arch-Enemy: Manasaputras and sahkils are sworn enemies, as sahkil predation actively impedes the development of mortal souls. This often results in manasaputras or their agents defending vulnerable spirits or leading quests to liberate worthy souls before they're destroyed.
  • Body Horror: Most sahkils are absolutely horrifying to look at, often bearing grotesque malformations, exposed viscera or visibly decaying flesh. This is entirely of purpose, and designed to further repulse and terrify those they interact with.
  • Build Like an Egyptian: The sahkils make their home in Xibalba, whose centre is a massive black pyramid.
  • Demon of Human Origin: The first sahkils are dissident psychopomps, who are originally created out of mortal souls. Later sahkils are created from Xibalba's terrorised petitioners in the same way most fiends are.
  • Face–Heel Turn: The first sahkils were originally psychopomps who rebelled against their duty, fled to the Ethereal Plane and fashioned themselves as tyrants of fear.
  • Meaningful Name: The word sahkil means fear in the Yucatec Maya language.
  • No-Sell: They have immunity to death effects, fear effects, disease, and poison.
  • Our Monsters Are Weird: The greatest sahkils are near-indescribable horrors, obscene in both shape and proportions.
  • Supernatural Fear Inducer: Any creature affected by a sahkil's gaze is paralysed with fear of various degrees.
  • Summon Magic: They all have an ability called Easy to Call. This makes them easy to summon, but gives them bonuses to break free from a summoner's control.

Esipil

https://static.tvtropes.org/pmwiki/pub/images/esipil_pathfinder.png
Challenge Rating: 2
Size: Tiny

Manifestations of the fear of wild animals.


  • Animalistic Abomination: They fuse the features of dogs, cats, and other domestic animals with a worm-like body and a tangle of veins dangling from their mouths.
  • Blood Knight: They like to fight and scrap with nearly anything, holding their fear abilities in reserve to avoid spoiling the fight by making their opponents flee.
  • Critical Hit: Their attacks confuse targets on critical hits.
  • Familiar: Neutral Evil spellcasters can take an esipil as familiar.
  • I Shall Taunt You: They telepathically harass others to goad them into attacking first, flinging highly vulgar and disconcerting taunts.
  • Kick Them While They Are Down: Esipils will savage helpless foes until their master calls them off, even if the foe in question is already dead.
  • Mood-Swinger: Not actually, but they put on this appearance to toy with people. As familiars they'll act like fawning servile pets, then delight in violent episodes where they bark and snap at others until their master brings them to heel. Then they return to the act of loyal pet and wait for their next outburst.
  • Sour Supporter: Unlike most fiends that can be taken as familiars, they actually enjoy serving those stronger than themselves and take advantage of their master's power, but they'll still snap and growl when given orders.
  • Tentacle Rope: When they bite opponents, the tentacles dangling from their mouth grab them to hold in place for further attacks.

Nucol

Challenge Rating: 4
Size: Medium

Manifestations of the fear of parasites.


  • Meaningful Name: Their name comes from the Yucatec Maya word nook'ol meaning worm.

Wihsaak

https://static.tvtropes.org/pmwiki/pub/images/wihsaak_sahkil_pathfinder.png
Challenge Rating: 6
Size: Medium

Manifestations of the fear of insects, arachnids, and other things that creep and crawl.


  • Brown Note: By beating their wings in a certain way they can create a maddening drone that numbs the minds of intelligent creatures.
  • Bug Buzz: Their Droning Madness ability as outlined under Brown Note.
  • Daylight Horror: They tend to flaunt their horrific appearance rather than hiding in shadows.
  • Flies Equals Evil: Naturally, given their habit of summoning swarms of bugs.
  • Gas Lighting: Wihsaaks like to use suggestion to put people into terrifying circumstances and make them believe it was their own idea.
  • Non-Human Head: in place of a head they have an entire giant locust.
  • Pest Controller: A given for the embodiment of the fear of bugs. They can cast vomit swarm at will and are immune to damage or distraction by swarms.
  • Sadist: When in combat they like to ensure every enemy is hit with some kind of fear effect before going in for the killing blow, preferring their prey to be seasoned with terror before their gruesome demise.
  • Villain Teleportation: They can cast greater teleportation on themselves at will.
  • Why Did It Have to Be Snakes?: Whisaaks embody it for bugs, including roaches, flies, bees, moths, scorpions, centipedes, termites, and wasps.
  • Winged Humanoid: They have a set of locust-like wings that give them a good fly speed.
  • Wolverine Claws: On all four of their hands, which gives them a devastating number of attacks.

Ichkoh

Challenge Rating: 7
Size: Medium

Manifestations of the fear that your own body will fail you.


Pakalchi

Challenge Rating: 9
Size: Medium

Manifestations of the fear that relationships will fail.


Zohanil

Challenge Rating: 10
Size: Medium

Manifestations of invasive surgery and needles.


Qolok

Challenge Rating: 16
Size: Large

Manifestations of the fear of not having enough of something.


Ximtal

Challenge Rating: 17
Size: Large

Manifestations of the fear of isolation.


Kimenhul

Challenge Rating: 20
Size: Huge

The most powerful of the sahkils, kimenhul are manifestations of the fear of failure.


  • Self-Fulfilling Prophecy: Kimenhul personify the fear of failure and can use its Eternal Fear ability to imprint itself on the minds of all who view it. From then on, every time someone affected by it is in a stressful situation they remember the kimenhul and become shaken, even if the kimenhul in question is dead. In other words, having been affected by the manifestation of the fear of failure makes you more likely to fail in the future.

     Caulborn 
Challenge Rating: 7
Alignment: True Neutral
Size: Medium

     Hypnalis 
Challenge Rating: 5
Alignment: True Neutral
Size: Medium

     Night Hag 
Challenge Rating: 9
Alignment: Neutral Evil
Size: Medium

  • Your Soul Is Mine: Night hags trap the souls of their prey in soul gems to be sold on markets.

     Xill 
Challenge Rating: 6
Alignment: Lawful Evil
Size: Medium

Plane of Shadow

     Kyton (Velstrac) 
Alignment: Lawful Evil

  • Appropriated Appellation: The kytons call themselves 'velstracs'; the misnomer 'kyton' arose when mortals associated the name of the demagogue Kaikyton with her followers. The velstracs decided that they like the word 'kyton,' as calling them by the name of one of their greatest is the equivalent of calling all scientists Einstein, and do not try to correct mortals when misnamed.
  • Chained by Fashion: Many kytons still proudly wear the chains that bound them.
  • Demon of Human Origin: Kytons are born of mortal souls that were tortured in life, victims of masochism, sacrifices to gods of suffering, or those promised to kytons. Obscure rituals force the sacrificed souls to bypass Pharasma's judgement and instead become mired in the Plane of Shadow. Over an excruciating and lengthy span of time, these souls are warped and twisted until they become new kytons.
  • The Exile: The first kytons were native to Hell and predated the presence of devils there. When Asmodeus came with his host, the kytons decided to pack up and move to the Shadow Plane.
  • Expy: Creative designer James Jacobs considers them to be his take on the Cenobites from Hellraiser.
  • Mythology Gag: In-universe, kytons are a race of non-devil fiends which are often mistaken as devils and called chain devils by uneducated people. Out of universe, they originated in Dungeons & Dragons where they are actually a sub-type of devils, before Paizo made them into a separate race in Pathfinder.
  • Nightmare Fetishist: Kytons seek ecstasy through pain in the form of deliberate and violent self-transformation.
  • Power-Upgrading Deformation: Younger and weaker kytons resemble the mortals they once were, whereas older and stronger ones are horrifying patchworks of transplanted material that rarely look like their original forms.
  • Sadist: Most kytons are aroused by the destruction of flesh. Though few allow this to overwhelm their ultimate goals, it does mean they take far more pleasure in it than they should.

Apostle

Challenge Rating: Same as base creature + 2
Size: Same as base creature

Mortals who do not perish under the ministrations of the kytons but still come to adhere to their teachings become kyton apostles.


Augur

https://static.tvtropes.org/pmwiki/pub/images/augur_kyton.png
Challenge Rating: 2
Size: Tiny

Spies and sycophants of greater kytons, augurs have eschewed the path of continual self alteration to indulge their all-consuming lust for blood.


  • Achilles' Heel: Good-aligned damage and silver weapons can ignore their damage resistance, making them significantly weaker.
  • The Berserker: Many augurs are insatiably bloodthirsty and cannot help but indulge themselves when exposed to gore.
  • Blood Lust: Like many kytons they love to see flesh mangled and ruined, but unlike most they lack the self-discipline to control themselves. More than a few augurs have been captured or destroyed because they stayed around their victims to dip their blades into and roll around in the blood.
  • Fallen Angel: From the perspective of other kytons, augurs that weren't created as punishment are kytons that became too consumed by the actions needed to improve rather than improvement itself and fell from the path towards eternal improvement.
  • Familiar: Augurs can be taken by Lawful Evil spellcasters as familiars.
  • Fate Worse than Death: The condemnation of an individual's spirit to the cage-like body of an augur is the precedent for a truly agonizing and lonely existence.
  • Flight: Their primary method of movement, though they can roll across the ground if needed.
  • Made of Iron: The armored plates of their bodies grant them decent damage resistance, a rarity at their level.
  • No-Sell: Immune to cold damage.
  • Oculothorax: An augur's body is a singular large eye armoured in bloodied metal plates.
  • Pragmatic Villainy: Averted. They're explicitly said to be the least pragmatic kytons, and thus least respected among their peers.
  • Supernatural Fear Inducer: By looking at other creatures, an augur can leave them shaken for a round.
  • The Voiceless: No mouths, so no speech.

Lampadarius

Challenge Rating: 4
Size: Medium

Halfway between a body of flesh and shadow, lampadarius' yearn to cast off the last of their physical form even as they mourn for sensation lost.


Ostiarius

Challenge Rating: 5
Size: Medium

Kytons who hold the task of luring mortals into the grasp of kytons willingly. They specialize in making mortals philosophically and morally numb to pain and suffering.


Evangelist

Challenge Rating: 6
Size: Large

Often mistaken for devils, evangelists specialize in implantation and piercing.


  • Chain Pain: An evangelist can control up to four chains, making the chains dance or move as it wishes.
  • Retcon: While the first Bestiary presents the evangelist as the weakest type of kytons, the third one adds the even weaker augur.

Apocrisiarius

Challenge Rating: 7
Size: Medium

Kytons who use pain and torture to cut away at their victims, both physically and metaphorically, in order to reduce them to a single truth.


  • Can Not Tell A Lie: Apocrisiariuses are physically unable to speak any lies and can be used as lie detectors by asking them to repeat a particular phrase, which they cannot if the phrase contains any lie.

Cantor

Challenge Rating: 9
Size: Medium

Serving as scouts and soldiers for other kytons, cantors have had their minds broken and remade into little more than tools.


Sacristan

Challenge Rating: 10
Size: Medium

A slave cast created from the imperfect scraps removed from others, sacristans specialize in surgeries.


Oitos

Challenge Rating: 11
Size: Medium

Kytons who specialize in the augmentation and decoration of bone.


Interlocutor

Challenge Rating: 12
Size: Large

Surgeon-sculptors to whom every bit of flesh is a canvas, interlocutors have replaced most of their own bodies with metal forged from shadowstuff.


  • Multi-Armed and Dangerous: An interlocutor is a multi-limbed monstrosity of claws and blades.
  • Torture Technician: Interlocutors are the self-proclaimed surgeon-sculptors among kytons, viewing each victim as a new chance to study the art of pain and sensation. Their ability to heal the damage they inflict, even to the extent of restoring life to a newly-expired subject, is perhaps more feared than their eagerness to cut flesh.

Ephialtes

Challenge Rating: 16
Size: Huge

Hunters of mortals, ephialtes' maintain ties to Hell and will occasionally capture specific targets for their diabolic allies.


Termagant

Challenge Rating: 17
Size: Large

Termagants seek to twist mortal life into their own misshapen progeny, a process most don't survive.


Eremite

Challenge Rating: 20+
Size: Medium (Large for overlords)

The eldest and most mutilated of their kind, eremite kytons roam the multiverse in search of perfect parts to improve themselves with.


  • Agony Beam: Any creature struck by an eremite's natural attacks can become staggered from the pain.
  • Feel No Pain: Eremites have inflicted so much damage to themselves to be completely immune to pain.
  • Large and in Charge: Eremite overlords are all at least Large-sized or more, compared to the normal eremite's Normal size.
  • Supernatural Fear Inducer: A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear as it finds itself almost longing to submit its flesh to the kyton.

     D'ziriak 
Challenge Rating: 3
Alignment: True Neutral
Size: Medium

     Gloomwing 
Challenge Rating: 4
Alignment: True Neutral
Size: Large

     Owb 
Challenge Rating: 6
Alignment: Neutral Evil
Size: Medium

     Shadow Creature 
Challenge Rating: Same as base creature
Alignment: Any
Size: Same as base creature

     Shadow Mastiff 
Challenge Rating: 5
Alignment: Neutral Evil
Size: Medium

     Shae 
Challenge Rating: 4
Alignment: True Neutral
Size: Medium

     Tenebrous Worm 
Challenge Rating: 8
Alignment: True Neutral
Size: Medium
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