This page is part of the character sheet for Pathfinder, covering Outsider creatures native to one of the Neutral-aligned planes (in respect to good and evil).
Axis (Lawful Neutral)
- Fantastic Caste System: Axiomite society is broken into three divisions, each with its own duty and purpose: the construction and maintenance of inevitables; the expansion and construction of their capital city; and the exploration and calculation of reality's laws and constants.
- Fusion Dance: Their leader is a gestalt mind formed by the greatest individuals of their race.
- Sentient Cosmic Force: Axiomites are the personifications of mathematical law.
- Voluntary Shapeshifting: An axiomite has two forms: a humanoid-shaped creature, or a cloud of glowing, crystalline dust that constantly swirl and congeal into complex tangles of symbols and equations.
- Mechanical Lifeforms: Although inevitables are living outsiders, their bodies are made of stone, metal or similar materials, and gameplay-wise they count as both outsiders and constructs.
- Omniglot: An inevitable can always speak to any creature that has a language.
- Professional Killer: Usually a transgression that needs an inevitable's attention is so severe that only execution will suffice.
The least of the inevitables, arbiters serve as the scouts and missionaries of their race, searching the multiverse for threats to alert their stronger kin to and spreading the message of law and order to the mortal races.
- Familiar: An arbiter can serve a Lawful Neutral spellcaster as a familiar.
- Spy Bot: Arbiters' role is to keep an eye on the forces of chaos and protect the lawful.
Inevitables that arbitrate duels and formalized combat and enforce their outcomes.
Inevitables that chase down criminals fleeing punishments and lawbreakers whom mortal laws cannot touch.
- Blade Below the Shoulder: A zelekhut's arms end in barbed chains.
- Our Centaurs Are Different: A zelekhut looks like a mechanical centaur.
Inevitables that safeguard responsible governance and punish and dethrone corrupt and unlawful rulers.
Inevitables that, rather than punishing a specific form of transgression, serve as Law's soldiers in the direct struggle against the forces of Chaos.
Inevitables that enforce oaths and binding agreements.
- I Gave My Word: Kolyaruts enforce this trope by ensuring that oaths are kept and oathbreakers punished, caring little for what the actual assignments are.
- Master of Disguise: Kolyaruts can disguise themselves to move through humanoid land without being detected.
Inevitables that stifle magical and scientific developments in cultures not yet ready for them.
Inevitables that protect the sanctity of life and death by hunting down those who would extend their lifespans through unnatural means.
- Shock and Awe: A marut's fists strike with the power of lightning or thunder.
Inevitables that crush rebellions and revolts against lawful governments.
Inevitables that protect the sanctity and boundaries of the planes, seeking to disrupt permanent planar portals, mass migrations between planes and attempts by the natives of one plane of existence to conquer or colonize another.
- Elemental Powers: A lhaksarut can throw bolts of elemental energy (acid, cold, electricity or fire) from two of its arms.
- Giant Flyer: A lhaksarut is capable of flying with its gigantic wings.
- I Gave My Word: A lhaksarut is mentally incapable of reneging on a promise it made on good faith.
- Multi-Armed and Dangerous: Six arms, four for weapons and the others to throw energy bolts.
- Shoot the Medic First: The lhaksarut always prefers to eliminate healers before tackling on foes that can directly harm it.
The Boneyard (True Neutral)
- Do Not Fear The Reaper: Despite their creepy appearances and association with death, their job is a necessary one.
- Ideal Illness Immunity: All psychopomps are completely immune to disease.
- Psychopomp: Psychopomps preside over the flow of life. Their primary concerns focus upon souls in the vulnerable transition between death and their final afterlife, protecting the dead from predators like daemons or qlippoth.
- Team Switzerland: Psychopomps help convey souls to all of the Outer Planes, and thus provide petitioners equally to each of those realms, they enjoy a special status as respected neutrals among many outsiders except daemons and qlippoth.
Diminutive psychopomps resembling a variety of small songbirds in funerary masks, the nosoi serve their more powerful kin as spies, wardens of sacred sites, and clerks, scribes and archivists in the great libraries of the Boneyard.
- Cool Mask: Nosoi wear masks covering their beaks and faces. These are usually leather long-nosed mask like a plague doctor, but can occasionally have designs reminiscent of things such as the lids of Egyptian canonic jars.
- Familiar: A True Neutral spellcaster can gain a nosoi as a familiar, and nosoi are particularly likely to serve as familiars to mortals who fight against the undead or tend to large libraries and archives. If their master creates — or, even worse, becomes — an undead creature, their nosoi familiar will ditch them without hesitation.
- Food as Bribe: A nosoi considers eating a rare treat, and sometimes shares the information it knows if given a suitable tasty bribe.
- Food Chain of Evil: Esoboks enjoy eating undead flesh, and they pursue and ravenously consume undead creatures at every opportunity.
- Skull for a Head: The head of an esobok is a crocodilian skull.
- Asteroids Monster: When a viduus transforms or is killed, its cocoon body bursts open, expelling a swarm of biting black-and-white centipedes.
- Fake Memories: A viduus that strikes a living creature with its quill rewrites memories.
- The Pen Is Mightier: A viduus uses its quill as a weapon.
- Dem Bones: A catrina looks like a skeleton, despite not being actual undead.
- Kiss of Death: A catrina can kill a grappled, helpless or willing target with a passionate kiss which will eventually kill the target if it lasts long enough.
- Dem Bones: A vanth looks like a black skeleton with raven wings and a mask resembling a vulture's skull.
- Sinister Scythe: A vanths scythe is a badge of its station, reflecting its role as a harvester of souls.
- Winged Humanoid: A vanth has a humanoid skeleton and raven wings.
- Your Soul Is Mine: Shoki carry staves of cold iron capable of imprisoning a single soul at a time. Shokis use them against only the most stubborn or demented souls, whom they capture and personally escort to the Boneyard for judgment.
- The Swarm: Each algea consists of a swarm of whip-poor-wills.
- Animal Eye Spy: A morrigna can see through the eyes of a spider swarm she summons as though it were the sensor of an arcane eye spell.
- Arch-Enemy: Their full wrath manifests against any who commit massacre in an unnatural pursuit of souls.
- Winged Humanoid: A memitim looks like a black-winged woman.
- Arch-Enemy: The focus of their enmity is upon the traitorous sahkils.
- Archer Archetype: Olethroses typically wield silkbows, ranged weapons built from diaphanous strands of cloth and silk that function as magical longbows.
- Large and in Charge: An olethros mother is much taller than normal olethroses.
- One-Gender Race: All olethroses are clearly female.
- Touch of Death: An olethross fated touch shows her target glimpses of its own fate and draws the creature inexorably closer to its doom.
- Truly Single Parent: Olethroses are born from other olethroses via rare immaculate conception.
- Breath Weapon: A yamaraj can breathe a cone of cold or raw decay in the form of clouds of carrion-eating insects.
- Energy Absorption: A yamaraj absorbs electricity to strengthen itself.
- The Judge: Yamarajes preside as judges of death and dispensers of ultimate justice, and each is unquestioned within its courtroom.
- Our Dragons Are Different: Yamarajes vaguely resemble black dragons, though they are easily distinguished by being feathered instead of scaled.
- Poisonous Person: Their venom saps the youth and vitality from living creatures.
- Work Hard, Play Hard: Yamarajes eagerly indulge in exquisite banquets during their infrequent personal time.
The Maelstrom (Chaotic Neutral)
- Alternate Company Equivalent: Being embodiments of raw chaos and natives of the Chaotic Neutral Outer Plane, they are one to the slaadi in Dungeons & Dragons, specifically their pre-4th Edition incarnation. On the whole proteans tend to be more philosophical than slaadi.
- Bizarre Alien Reproduction: Protean reproduction can happen in a very wide variety of forms, and true to their chaotic natures follows few hard patterns. Some proteans are formed from the souls of mortals of suitable alignment, although that's far less common than among other outsiders; others are spontaneously formed from the creative potential of the Maelstrom, elevated from lesser proteans or — in a fairly rare case among outsiders — created through other proteans reproducing, whether "conventionally", through polyamorous mating balls or just from the parent protean splitting in half like an amoeba.
- Bizarre Alien Sexes: Proteans don't really have sexes or genders in the way mortals understand the concept, and can adopt and discard whatever gender identities they feel like, often on a whim. Their shapeshifting also allows them to take on whichever sexual organs they want or need, allowing any given protean to make itself male, female, hermaphroditic, neuter or something even more bizarre as it pleases.
- Healing Factor: A protean can easily recover from deafness or blindness by quickly growing new sensory organs.
- Hive Caste System: Proteans are divided into a few sub-castes, each with a different appearance, abilities and roles.
- Randomized Damage Attack: All proteans have the ability to create warpwaves, whose random effects can never be predicted by the protean itself.
- Sentient Cosmic Force: Proteans are the living exemplars of the concept of chaos itself.
- Voluntary Shapeshifting: All proteans have mutable forms and can change shape into other creatures.
Tiny creatures often classified as proteans due to their alignment, home plane and serpentine shapes. Other proteans resent this association, and do not see more than minimum kinship between themselves and the diminutive voidworms.
- Familiar: Most voidworms are seen as familiars of Chaotic Neutral mortal wizards, and it's speculated that they may be created by the very act of being summoned.
- Tail Slap: Voidworms attack by slapping foes with their tail.
Unusual proteans with humanoid torsos, ourdivars are brought into being by the very act of being summoned.
- Death-Activated Superpower: An ourdivar that is killed or banished erupts in a minor warpwave of chaotic energy.
- Snake People: The upper body of an ourdivar is that of a bestial humanoid, while its lower section is a serpentine tail.
Diminutive blue wyrms and adept shapeshifters, azuretzis delight in mocking everyone and everything they encounter, and are often employed by their more powerful kin as spies and saboteurs.
- Master of Disguise: An azuretzi can mimic the form of a creature by studying it.
- Power Parasite: An azuretzi can borrow a creature's talents with a touch attack, suppressing and gaining the target's ability to use a single spell or spell-like ability.
Powerful, brutish beings, the naunets advance the cause of chaos in the most direct way possible — by rampaging through the borderlands of other planes to dissolve them back into the formless potential of the Maelstrom.
- Fog of Doom: Six naunets working together can create a cloud of multicoloured chaos that harms those inside.
- Too Many Mouths: Two tentacles ending in jaws emerge from a naunet's back.
Immaterial proteans formed spontaneously within the depths of the Maelstrom, pelagastrs spend most of their time on the material plane, hopping from body to body to indulge in the sensations of the flesh.
- Demonic Possession: A pelagastr can merge its body with that of a corporeal creature to take control of the victim.
- Sense Freak: Pelagastrs hop from host to host to savor the strangeness of the physical world using as many senses as possible.
Imenteshes are missionaries of chaos, traveling far beyond the Maelstrom to spread the word of entropy and creation to planes locked under the dreary rule of law.
- Snake People: An imentesh has a serpentine lower body and a humanoid torso.
Crocodilian proteans who live to ward off or destroy entities that threaten the purity and freedom of true chaos.
- Combat Tentacles: An oshageros attacks with tentacles which flicker with chaotic energies that sap the vigour of enemies.
- Never Smile at a Crocodile: An oshageros has the upper body of a crocodilian humanoid.
The wandering clergy of the proteans, Hegessik proteans act as intermediaries between their home plane's powers — such as keketar choruses, izfiitars, protean lords and the gods of the Maelstrom — and aid in the transition of mortal souls into true proteans and of proteans into new castes.
- Brown Note: A mind-bending susurrus of voices and false perceptions infuses reality in close proximity to a hegessik.
- Deadly Gaze: When opened, a hegessiks third eye produces a powerful gaze attack.
- Extra Eyes: A hegessik has a third eye on its forehead.
- Multi-Armed and Dangerous: Hegessiks have two pairs of arms, one small and slender for fine manipulation and one large and powerful for combat and heavy tasks.
- Walking the Earth: Hegessiks are the itinerant clergy of the proteans, wandering the wilderness of the Maelstrom.
Powerful proteans who serve as prophets and priest-kings within what loosely passes for protean civilization.
- Cool Crown: All keketars can be distinguished by a crown of glowing energy on their head.
- Monster Lord: Keketars are the leaders and prophets of the protean race.
- Teleport Interdiction: All creatures teleporting near a keketar will either be nauseated or temporarily put into suspended animation.
- Your Mind Makes It Real: A keketar can create a quasi-real illusion that can shield those that believes in it, and is easily breakable by those that do not.
Immensely powerful, six-armed proteans and the highest clergy and spiritual leaders of the protean race.
- Cool Crown: All izfiitars can be distinguished by a halo of ever-changing symbols on their head.
- High Priest: Izfiitars loom above keketars, cardinals among the clergy, and divine the will of the Speakers of the Depths.
- Magic Knight: Izfiitars have monstrous physical attacks and stupendous magical powers.
- Multi-Armed and Dangerous: An izfiitar has six arms in total.
- Your Mind Makes It Real: An izfiitar can create a quasi-real illusion that can shield those that believe in it, and is easily breakable by those that do not.