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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

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

     Anemos 
Challenge Rating: 18+
Alignment: True Neutral
Size: Medium

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

     Belker 
Challenge Rating: 6
Alignment: Neutral Evil
Size: Large

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

     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.
  • Elemental Powers: Each elemental holds power over its respective element.
  • 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

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

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

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

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

     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.

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

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

     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 the 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

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

     Wysp 
Challenge Rating: 2
Alignment: True Neutral
Size: Tiny

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

     Xorn 
Challenge Rating: 6
Alignment: True Neutral
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

Astral Plane

     Astral Leviathan 
Challenge Rating: 18
Alignment: True Neutral
Size: Colossal

     Psychemental 
Challenge Rating: 8
Alignment: True Neutral
Size: Small

     Shulsaga 
Challenge Rating: 3
Alignment: True Neutral
Size: Medium

Ethereal Plane

     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.

     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.
  • 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.
  • 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.
  • 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.

Esipil

Challenge Rating: 2
Size: Tiny

Manifestations of the fear of wild animals.


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

Challenge Rating: 6
Size: Medium

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


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.

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

Plane of Shadow

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

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

     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' 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.

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

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.


  • The Berserker: Many augurs are insatiably bloodthirsty and cannot help but indulge themselves when exposed to gore.
  • 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 agonising and lonely existence.
  • Oculothorax: An augur's body is a singular large eye armoured in bloodied metal plates.

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 cann 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 paralysed with fear as it finds itself almost longing to submit its flesh to the kyton.

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

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

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

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

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