An all purpose category for creatures that don't belong to any natural ecosystem on any world, even on other planes.
Groups of Aberrations
Larval huskborn, which appear as pale worms covered in spines.
Adult huskborn, resembling a cross between a crocodile and a mantis.
Victims of catastrophic failures on the part of medical technology. Their genetic code is irreparably damaged and their bodies reshaped into something barely resembling their original form.
- Bizarre Alien Biology: Much of a rebuilt's biology doesn't function as it did for its previous form. Eyeballs might serve as pulmonary organs, while it sees out of its toenails.
- Body Horror: Rebuilt creatures have limbs that jut in odd directions, and their flesh can be turned inside out, exposing misshapen organs to the air. A constant is that they're so broken they gain the amorphous quality, indicating that either they no longer have a skeleton or it's so misshapen that it's not an obstacle to squeezing through small spaces. Their limbs are also too mangled to wield items or operate devices.
- Disability Immunity: Pain effects don't really take hold on rebuilt like they should, but only because they're already in so much agony even magically inflicted torment pales in comparison.
- Made of Iron: Unfortunately for them their bodies are fairly durable, granting them decent damage resistance.
- Mercy Kill: Horrified hospital personnel usually euthanize rebuilts as soon as they arise.
- The Speechless: Because of its perpetual agony and the rearrangement of its physiology, a rebuilt can speak only in tortured moans and screams.
- Was Once a Man: Rebuilt are created when a technological medical procedure goes horribly awry, irreparably fracturing the patient's genetic code and reshaping its body into something that barely resembles its previous form. A rebuilt has no capacity for higher reasoning.
- The Berserker: A Damoritosh's arm symbiend provides a constant trickle of adrenaline, creating vicious, fearless soldiers.
- Power at a Price: All symbiends grant both benefits and drawbacks to their hosts.
- Power Degeneration: A paragon symbiont will boost the host's intelligence and take its toll on the body.
- The Symbiote: Symbiends can bond to and enhance nearly every other creature.
Predators from the Diaspora that have adapted to survive in the airless void of space.
- Batman Can Breathe in Space: Akatas have the breathless quality, likely tied to their nature as aberrations.
- Handicapped Badass: All akatas are deaf, as the sense was unneeded in their airless home environment, but no less dangerous for it.
- No-Sell: Immune to poison, cold, disease, starvation, and any effects that require the target to hear or inhale them.
- Spawn Broodling: Akatas reproduce by implanting their parasitoid larvae in humanoid creatures, eventually transforming them into void zombies, mindless hosts for the larvae until they grow up.
- Weaksauce Weakness: They take significant damage from salt water, particularly if immersed in it.
Black-and-white crinoids composed of little more than long feather appendages. Their stats can be found in The Commencement.
- Adaptive Ability: It has two, Adapted Defense and Adapted Offense. The former gives it resistance 2 against fire, cold, sonic, or electricity, while the latter gives it extra reach, an extra feather attack every round, feathers that apply the sickened condition, or the ability to cast reflective armor.
- Feather Flechettes: According to the name of its ability, feather harpoons.
- Wall Crawl: They have a climb speed equal to their normal speed.
The immature offspring of skreesires.
- Cain and Abel: Once a skreeling host grows old enough, siblings often turn on each other until the host eventually disperses and the skreelings search for new lairs.
- Extreme Omnivore: They can eat ash, metal shavings, and wood if food is scarce.
- Master of None: "Skreemules," skreelings grown too large to fly but without a skreesire's psychic powers to make up for it.
- Sibling Team: Skreelings are born and grow to adulthood in small packs, and they are more comfortable fighting alongside their siblings.
- Chameleon Camouflage: The unusual cells in its skin allow a cargo creep to mimic any sort of material almost down to its molecular structure, and hide almost anywhere.
Sentient but non-civilized creatures that prefer jungled areas.
- Aliens Speaking English: Averted, they speak only their own language and linguists remain baffled by it.
- Bizarre Alien Reproduction: Paralith's reproduce through asexual budding, with the growth of the infant paraliths to adulthood only taking a few days.
- Bizarre Alien Senses: They sense electromagnetic broadcasts but are otherwise blind.
- Riddle for the Ages: When people manage to communicate with paraliths through magical means, they constantly punctuate their speech with random strings of numbers for reasons not even they know.
Large aerial predators from Castrovel.
- Ain't Too Proud to Beg: Some sky fishers will telepathically transmit their desire to flee if badly injured in the hopes that their foes will let them go.
- Alien Blood: A sky fisher's blood contains hemocyanin, which gives it a blue colour.
- All Webbed Up: Sky fishers are notorious for casting sticky, anesthetising filaments with which they reel in their quarry.
- Invisibility with Drawbacks: A sky fisher can deoxygenate its blood to turn itself colourless, making it sluggish but mostly translucent as it watches for prey.
- It Can Think: Smart enough to learn language, as well as figure out they can round their bodies to better capture sound from below.
- You Will Not Evade Me: Once it has struck its prey with its filament, a sky fisher can then proceed to reel it in as long as it isn't too big.
Resembling a cross between humanoid and insect, orocorans are a sentient species originating from Aucturn.
- Bizarre Alien Sexes: Orocorans lack gender and mating involves both orocorans piercing the other's body with their proboscis to impregnate them.
- Fantastic Drug: The ichor they feed on is a hallucinogenic, making them almost perpetually high.
- Higher Understanding Through Drugs: They believe that their consumption of Aucturn's ichors connect them to the gestating consciousness of the living planet, a belief that's not entirely unfounded.
- Primal Stance: They can stand upright, but they spend most of their time crawling on all fours.
- Slave Race: They normally spend most of their time in a drugged stupor, and as a result are often conquered and made into laborers or shock troops by the various factions warring on Aucturn.
- Super Spit: They can projectile vomit at foes, made more dangerous by the fact that they feed on the ichors of their living planet.
- Truesight: They can see invisible creatures and objects.
- Vampire Bites Suck: They're not vampires, but their proboscises can drain foes of their blood as easily as they can breach the living soil of Aucturn.
Solitary predators with formidable mental powers.
- Absolute Xenophobe: They view any intrusion from a sentient creature as a threat.
- Chameleon Camouflage: By staying still for just a round they gain a significant Stealth bonus, as their mottled hide blends in well with the rocky terrain of their preferred habitat.
- Combat Tentacles: Skreesires use their tentacles to grab prey.
- Mind Rape: Skreesires can use their infamous mental abilities to twist intruders' minds and cause those creatures to flee.
- No Biological Sex: Skreesires are hermaphroditic and can self-fertilize. Typically they only do so after eating particularly well, using harvested genetic material to mitigate the effects of inbreeding.
- Wings Do Nothing: Skreesires retain the wings from youth, even after they have lost their functionality.
A variant species of barathu created when barathus explorers visited Liavara. Their abilityto adapt dwindled and their midns decayed even as their psychic powers grew. Now the dreamers are nearly feral, silent save for their crooning songs, seemingly oblivious to their surroundings, and yet commanding unparalleled powers of divination.
Though called spawn of the Eshtayiv, pyric harbingers are the constituents of this entity rather than its offspring. These rare creatures travel through space to find dark places to illuminate and beings to slay, creating terror and pyric undead.
- Playing with Fire: A pyric harbinger looks like an orb of fire, and burns enemies with pyric fire.
Strange creatures with two bodies, one in the Material Plane and one in the Ethereal.
In eons past, Yithians inhabited a dying world. They used a desperate gambit to escape their planets doom: casting their minds through time and space. These errant souls came to rest in the bodies they possess today.
Massive siphonophores with bioelectric powers from Ashyphso.
- Blob Monster: They have both the compression and amorphous abilities, a combo typically reserved for oozes.
- Combat Tentacles: They rely on lashes of their tentacles to kill prey at close range.
- Harmless Freezing: For the past 500 years, they've been frozen in the atmospheric glaciers of their homeworld. Come the present, they're thawing out with no ill effects. Their immunity to cold damage might have something to do with that.
- Healing Factor: Electricity heals them rather than harming them.
- Kill It with Fire: They have a vulnerability to fire, making it the most effective way to kill them.
- Shock and Awe: They rely on their bioelectric powers for nearly all aspects of their functionality, from hunting prey to flight to digesting their meals.
- The Worm That Walks: Like real siphonophores, they're symbiotic colonies formed from many smaller tiny, specialized organisms.
Bizarre creatures that are difficult to identify, united only by their particular abilities.
Their stats can be found in Attack of the Swarm!: Hive of Minds or online here.
- Achilles' Heel: Psychic abominations vulnerable to both fire and electricity.
- Flight: They have no forms of movement other than a fly speed.
- Intangible Man: They're incorporeal, an unusual trait for non-undead creatures.
- Invisibility: Psychic abominations can cast invisibility at will.
- Non-Elemental: Their Concussive Blast ability deals force damage, a rarity
- The Spook: No one knows where they come from, and many can't even agree on what they look like.
- Telepathy: They have a thought-based form of blindsight and can communicate telepathically. Offensively, they can focus this power into mind thrust.
- Vampiric Draining: A fairly unique version in-universe. Their Draining Touch ability siphons off the vital essence of a creature and heals them with it. The unique part of it is that it doesn't just drain life energy. Negative energy, planar power, electricity, and everything in between. If a psychic abomination can hurt them, they can feed off them, and being an undead or a construct is no protection.
- Whispering Ghosts: A constant susurrus of half-formed words and upsetting noises surrounds psychic abominations when they're invisible. Scholars have yet to pinpoint the source of these noises, but some believe they are the voices of the abominations previous victims.
Serving as part of the priestly caste for the Dominion of the Black, haeshi-shaas are longlived creatures that shift between a liquid and a gaseous form many times over their long lives. Their liquid form, is referred to as a haeshi, while their vaporous form is known as a shaa.
- Sudden Name Change: In Pathfinder, these creatures are called somalcygots (after Golarion's moon Somal), a name which is not applicable anymore after Golarion vanished.
- The Berserker: Hungerers from the dark are intelligent but so spurred by their incessant hunger that they care little for tactics or subtlety, preferring violent ambushes that quickly overwhelm their prey.
Horrific creatures that blur the line between machine and animal, these beings serve as engineers and spellcasters among the Dominion of the Black.
Monsters to whom light is a plaything, warping it into impossible spectrums or consuming it altogether, leaving them cloaked in infinitely deep shadows.
- The Faceless: Their heads are always cloaked in impossibly deep darkness.
- Fictional Color: It creates colors of impossible hues and shades by second nature, shaking the sanity of anyone who sees them.
- Good Powers, Bad People: Control over light is usually a good thing, but bryrvaths take it to nightmarish places.
- Humanoid Abomination: They have a vaguely humanoid shape, but clearly are nothing of the sort.
- Lovecraftian Superpower: They create mind-shredding bursts of color and patches of infinite darkness, both feats that bend the laws of physics even in a setting that already has several distinct varieties of magic.
- Deflector Shields: A novaspawn can generate its own protective shields using its aberrant biology.
- Gentle Giant: Novaspawn are usually peaceful unless provoked.
- Hostile Terraforming: In rare occasions, an ill or evil-influenced novaspawn undergoes the process of parturition dangerously close to an inhabited planet or space station, in the process destroying them or making them uninhabitable and irrevocably altering the climate of others nearby.
- Living Ship: While a novaspawn is a living creature, it is so immense that it functions as a starship.
- Time Abyss: A baby novaspawn is still older than some civilisations.