This page details monsters and NPC only races. For races that can be used as players, see here.
- Breath Weapon: Of various damage types depending on the dragon, and they usually have spells or other abilities based on element. Many can also use their breath for other, stranger, effects.
- Corrupt Corporate Executive: Chromatic dragons in the Drakelands of Triaxus often rise to become CEOs of corporations, and try to amass wealth and power by any means possible.
- Our Dragons Are Different: In general, they're powerful reptilian creatures, and different types of dragons are different from each other.
Drakes found in areas with high radiation.
- Atomic Hate: Their bite and breath weapon both inflict radiation exposure that penetrates armor protection.
- Breath Weapon: An atomic bolt that deals fire damage and radiation exposure.
- Shout-Out: To Godzilla. Not only are they aesthetically similar, they're mentioned as being found in the areas of nuclear strikes and having mysterious links to kaiju.
Computer Glitch Gremlin
A breed of grmlin especially common (and feared) in societies with advanced technology. They demonstrate remarkable single-mindedness in their pursuit of mayhem as they find new and more frustrating ways to make technology break, glitch, or fail.
Hobkins find particularly malicious glee in manipulating others into destroying their own equipment.
Ship Glitch Gremlin
Similar to computer glitch gremlins, ship glitch gremlins constantly strive to find new and interesting ways to make starships malfunction.
Eerie space-dwelling fey that sustain themselves on cosmic energies, yet prefer organic morsels. Their sonic calls can distort sensors, creating false distress beacons or masking asteroid fields.
- Bizarre Alien Biology: They're little more than elongated and brittle bones held together by sinews and skin.
- Blue-and-Orange Morality: They understand the needs of others, but can't quite grasp that someone's desire to live should be prioritized over their own amusement.
- Enthralling Siren: They don't ensnare the minds of pilots, but they can manipulate sensors and signal receivers to about the same effect.
- In-Series Nickname: They're sometimes called "deep angels," which also counts as an Ironic Nickname.
- To Serve Man: They have a tendency to eat the bodies of sentients they've led to their deaths.
When a world suffers a global calamitya tremendous loss of resident life-forms due to asteroid impact, rapid climate change, war, or other apocalyptic scenariothe ramifications can ripple far beyond that planet. In some cases, as the torrent of souls leaves for the afterlife, some of the life energy from dying fey creatures and nonsentient organisms ripples back to the First World, tearing a hole in the fabric of the Material Plane. The essence of the First World surrounds and contains this blast of anguished energy, waves of planar force wrapping around it like an oyster making a pearl, until the two elements combine and solidify into a new entity, a calecor
Fey born from comets that can see mystical patterns in both natural events and in mortal affairs.
Fey that seek out and thrive off of radiation.
- Body Horror: They inflict mutations on those they strike. Anyone who has the misfortune of suffering this effect multiple times can become a mess of vestigial limbs, tumors, sores, and body parts growing where they definitely shouldn't grow.
- Interspecies Romance: They're notorious flirts and often take mortal lovers.
- Power-Upgrading Deformation: Some of the mutations they give provide bonuses, though they always have penalties to balance them out.
Fey connected to remote stars that love to teach others about the physical phenomena of the universe.
Titanic fey that prey on fear, posing as world-ending meteors to feed on the terror of worlds without care for the chaos it causes.
- Colony Drop: Invoked and subverted. They want their targets to think they're going to suffer this, nihilistic fear is really satisfying - they don't actually want to kill anyone directly though, actually destroying a planet would remove a food source.
- Emotion Eater: Of fear; scaring the pants off a planet removes their need for sustenance for a few centuries.
- Omnicidal Maniac: Subverted. They plummet at planets, seemingly planning to end a world via Colony Drop, but in reality, they just want people to think they'll hit, diverting at the last moment once they've had their fill of terror and leave the world damaged, but usually able to rebuild.
Mementors are fey embodiments of the horrors of memory loss.
Fey associated with the combustion found within stars.
Ikeshti who fail to fulfil their reproductive urges and become warped by their hormones into rabid beasts.
An alien species whose hive mind was exploited by the Azlanti Star Empire to make them willing slaves.
- Adaptive Ability: Whenever they succeed on a save against an environmental hazard, disease, or poison they gain a +2 on saves against it that can stack up to +10. Additionally, if they survive exposure to such an effect for three days they gain outright immune to it. It requires regular exposure though, losing the bonus to saves after 24 hours and immunity after 30 days without exposure to the hazard.
- Healing Factor: A weaker version that functions more like a starfish's regeneration. They regain hit points and recover from poisons and diseases twice as fast as normal. They also regrow any lost body parts whenever they regain full hit points.
- Imprinting: An infant iztheptar imprints on the first living thing it sees, a fact exploited to ensure their loyalty.
- Organic Technology: They have bonuses building and repairing biotech items and can install additional biotech upgrades to armor.
- Slave Race: Brainwashed into one through their own natural telepathy.
Originally a race known as the kuchan, the Swarm is a vast legion driven by an innate need to spread, devour and absorb. Piloting living starships and capable of slowly twisting their own biology into formidable weapons, the threat of the Swarm forced peace between the Pact Worlds and the Veskarium in order to stave off mutual annihilation. Although it was repelled, the Swarm yet exists and will remain a threat until the day it is purged from the universe.
- Absolute Xenophobe: The Swarm sees every alien entity as either a food source or a threat.
- The Assimilator: The Swarm occasionally alters its own DNA in the process of consuming a world to take on useful qualities from that world's species.
- Bizarre Alien Senses: All Swarm creatures have blindsense (vibration) granted by hundreds of tiny, nearly invisible setae on their bodies sensitive to vibration in the air.
- Expy: The Swarm is uncannily reminiscent of the Tyranids, as well as of Pathfinder's own Horde of Alien Locusts, the Hive.
- Hive Mind: Members of the Swarm are bound together into a singular hive mind.
- Horde of Alien Locusts: The Swarm is a single-minded collective with a desire to consume all things and absorb their best qualities into itself, with no desire to hold territory. They cannot generally be reasoned with in any fashion.
- Hungry Menace: The Swarm moves from planet to planet, consuming everything of use on one.
- Living Ship: The Swarm moves from planet to planet in organic hive ships.
- Natural Weapon: The Swarm rarely wields manufactured weapons, instead integrating biotechnology grown or grafted onto component creatures.
- No-Sell: They're collectively immune to acid and fear effects.
- Telepathy: They have the Swarm Mind ability that functions as telepathy between Swarm creatures through the use of exuded pheromones, imperceptible movements of antennae and limbs, electrostatic fields, and telepathic communication.
Living tools for battlefield control. Operating in packs, they divert rivers, dig tunnels, and excavate trenches. Given sufficient time they can remodel the entire landscape to best suit the Swarm's attack.
- Fast Tunneling: They can burrow almost as fast as they can run.
- Tunnel King: They excavate tunnels for other Swarm components to use, allowing for attacks from unexpected directions. They also work closer to the surface to create trenches and dugouts, foiling attempts to use land vehicles against the Swarm.
- Utility Partymember: They serve as tools for battlefield control more than combatants.
- Zerg Rush: When dredgers attack, they attack en masse.
Lesser Swarm creatures that sow discord and fear among the ranks of the enemy.
- Combat Pragmatist: They always target the weakest opponents first, and whenever possible, attack from the shadows or positions their oppoents can't easily reach..
- Gaslighting: They specialize in psychological warfare, wreaking havoc with frequent use of Ghost Sound and Daze, as well as the occasional Fear and Lesser Confusion.
- Poisoned Weapons: Their arm barbs carry a numbing enzyme that slows reactions.
- Spike Shooter: In combat, they attack with fired arm barbs.
Living transports that carry smaller Swarm creatures into battle shielded under the plates of their carapace.
- Awesome Personnel Carrier: Can't get more awesome than a giant monster in its own right. Convecytes have several interlocking plates of rigid chitin running along their back and sides, under which are hollow cavities than can hold smaller creatures.
- Defeat Equals Explosion: When killed, they explode in a blast of acid. As Hive creatures are immune to acid, this makes them even better at their job, weakening opponents for the troops that are disgorged from its corpse.
While the Swarm exclusively uses biotech, they must still deal with other forms of technology used by their enemies. Nauphages provide the Swarm with technological and logistical support when simply smashing the troublesome tech either isn't feasible or tactically sound.
- The Cracker: Their role is as technical and logistical support when more complex tactics are needed than "smash it." To that end, one of their arms ends in a complex biotech claw that serves as an organic tool kit, which counts as any tool or basic kit needed for Engineering or Computers checks.
- Sticky Situation: Their primary attack is their Adhesive Cannon, which fires electrically charged glue to shock and ensnare.
- Stomach of Holding: They have a Storage Sack, a transparent membrane on their torso they can use to store small items.
The first wave of Swarm invasions, antecursors infiltrate target worlds and gather intelligence for the coming assault.
- Army Scouts: Their role for the Swarm is as forward scouts, infiltrators, and intelligence collectors.
- Beware My Stinger Tail: Their tail ends in a stinger loaded with a paralytic toxin, which they can fire at foes.
- Chameleon Camouflage: Antecursors come in a variety of colors to better blend in to any environment.
- Cornered Rattlesnake: Those who force an antecursor into a confrontation discover its telepathy reaches considerably farther than most Swarm creatures when they're mobbed by a swarm of them.
- Dirty Coward: If confronted, they prefer to paralyze foes and flee.
- Flight: They fly better than they move on land.
Standard infantry components for the Swarm.
- Acid Attack: They can shoot volleys of acid from their organic Arm Cannons.
- Arm Cannon: A corrovox has an organic acid cannon grafted onto its forearm.
- Mind Rape: Corrovoxes are capable of psychically ravaging a foe's mind with their Psychic Assault ability.
Spearheads for Swarm attacks that drive back foes with sonic shrieks.
- Blood Knight: Though of a less "enjoys combat" variety and more like a feral animal. Revulsors are front-line combatnats that attack relentlessly and fight until they or their opponents are destroyed, and thanks to their regeneration and ferocity ability, they're rarely the one to drop first. They almost never withdraw from a fight unless compelled to by the Swarm, which happens only rarely.
- Draw Aggro: Revulsors are brightly colored and draw the eye, as if daring opposing forces to target them rather than more dangerous and stealthier Swarm components. They even have swatches of ultraviolet pigmentation, theorized to make them more visible and intimidating to some long-forgotten and long-dead enemy species that could see such colors.
- Healing Factor: They have regeneration that can be disabled by fire damage.
- Make Me Wanna Shout: Their accurately named Ear-Splitting Shriek lets them blast everything in a 30 foot cone with sonic damage, with creatures in the area also being deafened.
Effigenes are bioengineers and medics, masters of the bioelectric systems the Swarm uses in place of traditional machinery and capable of using it offensively.
Escutchioes are rarely deployed as combatants, instead serving to hold positions already seized by the Swarm, guard key areas, and to defend other Swarm components
Large and sturdy components that can burrow through harder materials like stone and metal, allowing access to more heavily fortified areas.
Mindreapers are intelligence-retrieval components whose method of gathering intel is far from subtle: they use a bioweapon spike for lethal interrogations, impaling a victim through the brain and extracting neural tissue.
Tall, lanky assassins that seize prey in barbed forelimbs and inject them with acid.
Swarm components that utilize powerful psychic attacks to soften up targets before moving in to consume them.
Swarm components with potent melee capabilities that serve as shock troops.
- Blade Below the Shoulder: A thresher lord's arms are massive blades.
- Boring, but Practical: They have exactly one option in combat: arm blade attack. The thing is, they can make quite a few of those attacks in one round and each one can deal significant damage. They augment it with both a fly and climb speed, allowing them plentiful options when it comes to closing the distance with their prey and getting around any obstacles that may be in their way.
Front line combat units that serve to protect smaller Swarm components while devastating enemies with gouts of volatile chemicals.
- Breath Weapon: They have one that's half Acid Attack and half Kill It with Fire. Their mouths contain two conduits that spray pressurized chemicals from glands in their abdomen. Individually, each conduit produces a harmlessly inert liquid. When mixed together, they explode in a conflagration of acid and fire.
- Use Your Head: A dissolver has horns as a last resort, allowing it to shove enemies away and give it room to use its Corrosive Jet.
- Wind from Beneath My Wings: Dissolvers do have wings, but they're too heavy to fly under their own power. Instead, they use the beating of their wings to create a powerful gust of wind that can extinguish flames and throw smaller creatures to the ground.
Living relay points for the Swarm's hivemind communications.
Rare Swarm components that rely on potent psychic abilities to mentally assault and frighten enemy forces.
- Agony Beam: Once a day, the can cast Mass Inflict Pain.
- It Can Think: Xersks have more free-will than most Swarm components, and outside of combat can be found quietly observing geographical features and distant constellations.
- Mass Hypnosis: A small-scale version with their ability to cast Greater Command, which can affect up to 16 creatures at once.
- Mind Rape: Their main method of attack is through psychic assault. They can cast a low-level Mind Thrust at-will, cast Feeblemind and Greater Synaptic Pulse three times a day, and for the truly special foes, a once a day use of Mind Thrust at maximum level.
- Psychic Link: A parasitic version with their Siphon Fear ability, xerks can forge a psychic connection to creatures with the shaken, frightened, or panicked condition. Once connected, they deal psychic damage as they drain the creature's fear to heal themselves.
- Supernatural Fear Inducer: Looking into their many eyes inflicts doubt and fear through their Demoralizing Gaze ability, causing victims to question reality and eventually lose their grip on it altogether. They can also cast Fear at-will
- True Sight: They have a constant See Invisibility effect.
- Your Head Asplode: Their one spell that doesn't involve mental manipulation is Crush Skull.
Swarm ships deployed en masse as weapons of terror.
- Zerg Rush: How they're used. Each fleetfury has only a single weapon, and only has enough ammunition to fire it five times, but they're dispatched in such large numbers that even five shots per fleetfury can cause massive damage.
Picket ships that defend Swarm-held worlds from outside assault.
Swarm ships designed to breach hulls, using conventional weapons to whittle down shields and cripple engines before closing in to chew through armored plating.
Swarm dreadlancers are a colony of Swarm components that form a living starship built around a plasma bioweapon.
The adult form of the vermin known as flayer leeches, monstrous doppelgangers of the creature whose skin they used as a cocoon for their growth.
The figurative and literal centers of formian hives.
Native to Verces's Fullbright, ihonva generally keep to themselves except during their gruesome reproductive process.
- Red Baron: They're more commonly known to Verces natives as skin-stitchers.
Originally inhabitants of the trinary star system in the Vast known to the Pact Worlds as the Scoured Stars, jinsuls built large and complex temples to honor their protector deity, Kadrical, who raised a mystical golden forcefield called the Godshield around the entire system.
Servants of the Forever Queen of Nchak who function outside of the usual command structure. They study the metaphysical threads of reality, using what they learn to challenge their ruler's thinking and educate her.
- Reality Warper: The appropriately named Reality Eddy/Reality Storm lets them create a storm of raw force energy.
- Sherlock Scan: They can cast Detect Thoughts as a swift action, and it automatically functions as if it had been active a full three rounds. If a creature fails the save against it, the philosopher worm's Evaluate ability automatically informs it of all the creatures defenses and weaknesses. As a result, a philosopher worm only needs a brief once-over to know exactly what won't work and what will be critically effective against anything and everyone they meet.
- Unique Enemy: The Teleologarch is the Forever Queen's primary advisor and is second only to her in authority. Naturally, only one exists at a time.
Cruel beings of unknown origin, void hags have an innate desire to rule over other races.
- Agony Beam: They can cast inflict pain at will.
- Enemy Mine: They're at odds with the Dominion of the Black, but will occasionally work together.
- Eviler Than Thou: Almost universally, void hags avoid Aucturn. The common theory is that they fear the Stranger and its inhabitants, though the void hags themselves claim other motivations.
- Witch Species: What they're presumed to be, though their origins are a mystery.
A species of giant from the magic-warped planet of Chonax.
- Absolute Xenophobe: Aggressive to all creatures besides other yotuhns. Made worse by their territorial nature and Hair Trigger Tempers, causing aggression to easily spill over into violence.
- Boulder Bludgeon: Combined with Improvised Weapon. They can turn any debris into a weapon, whether picked up or torn directly from their surroundings. Unlike other creatures, they take no penalties for using such improvised or primitive weapons, and they're equally capable of hurtling them as projectiles as battering foes in melee.
- Counterspell: Of a sort, though they could be more accurately described as the magical equivalent of a Walking Techbane. Any magic cast within a certain range of a yotuhn must be accompanied by a caster check. On a failure, the spell warps into a random effect, which can be anything from creating a cloud of butterflies to opening every door and window around you to creating a powerful explosion centered on the caster. This change also happens automatically if a spell is cast of a yotuhn from any distance and fails to beat its spell resistance.
- Killer Gorilla: They have a distinctly ape-like appearance.
- Power Glows: Their eyes and the segments between their jagged scales glow a bright electric blue.
Cerebric fungi are carnivorous plants, but they are also intelligent interstellar explorers with colonies in many star systems.
Sentient fungi from Orikolai, these gravity-manipulating beings are well adapted to surviving in fluctuating climates.
- LEGO Genetics: Ksariks are capable of assimilating other creatures' genetic codes, temporarily mimicking their prey's adaptations.
- Man-Eating Plant: Ksariks are plants specifically adapted to be scavengers.
- Spawn Broodling: Ksariks reproduce by infecting animals with spores that gradually grow into baby ksariks that feed on the host, and then burrow out of the flesh days later.
Mi-go are scientists, explorers, inventors, and colonists, as well as eerie servitors of the Outer Gods and Great Old Ones. These creatures come from deep space and view the universe as a canvas to be controlled and mastered. Their population on any one planet varies, but when counted across the entire galaxy, their numbers are mind-numbing in scale.
A moonflower is an enormous plant with a bizarre form of telepathy that allows them to communicate with one another.
Mobile plants that can plant explosive seedpods like organic landmines.
Strange trees with the ability to deprive entire areas of gravity and light.
Fungal filaments that move across the land devouring all organic matter in their path.
- The Ageless: To a degree. A single spore can lay dormant for several centuries, whether deep underground or on an asteroid.
- Load-Bearing Boss: A literal version. Old writher swarms that infect buildings may sometimes eat away support beams and replace them with the long fungal "roots" that thread through the walls. Killing such a swarm destroys these tendrils, causing the structure to collapse soon afterwards.
- Spawn Broodling: A writher swarm can implant infectious particles in the wounds of its prey. Unless the victim is treated before it dies, it becomes host to a new writher swarm, which tears its way out through the creature's skin after it dies.
- The Swarm: A writher swarm consists of thousands of pale white fungal filaments that infest a building and slowly digests all the organic matter within.
- Bee People: The apari queen is the only fertile member of the hive and is responsible for spawning constituents and daughter hives alike.
- Hive Caste System: An apari is a gigantic beetle-like creature both home and queen to a swarm of tiny insects, each of which has an extremely specialised role.
- Hive Mind: A young apari hive and its 'mother' remain chemically linked, so that if disaster befalls one of them, surviving constituents can potentially join a linked hive and continue to thrive.
- Multiple-Choice Past: Aparis have been present on most Pact Worlds prior to the Gap, and there's plenty of in-univese speculation how they could have achieved spaceflight during that time.
Ambush predators from Taekah III that use cast off shells or empty containers to hide in.
- Acid Attack: They have a ranged acid attack.
- Chameleon Camouflage: Like real-life hermit crabs, they use any appropriately sized container to hide in and carry it around with them as additional protection. Also like hermit crabs they've adapted to use man-made items as well as the natural ones they originally evolved to take advantage of, using cargo crates and barrels as shells.
- More Predators Than Prey: Averted, they're scavengers by nature and prefer to avid discovery rather than fight, though larger ones will go after live prey.
- Red Baron: Technically they're called taekahbs, but they're almost universally referred to crate fiends.
- Taking You with Me: When killed they get to make one last acid blast attack for free against any target in range.
Diathas are a common species of what are known as explosive slugs. Found throughout the galaxy, including on Vesk-2, diathas store energy in chemical chains, rather than in fat deposits, making them highly volatile.
Before Drift travel, Khefak Biogenetics engineered a species to consume rubble, scrap, and dust and then biochemically refine what would be waste material back into usable fuel for thasteron engines. With the advent of Drift travel the thasteron market crashed and the khefaks were abandoned. They were expected to die off on their own, but instead they spread and propagated into a common pest species on Akiton.
A flayer leech is a tiny invertebrate that flenses its prey and uses their hide as a chrysalis to become an doppelganger of them.
Obnoxious pests that spread with incredible speed.
- Action Bomb: When killed they explode into a shower of gore and slime as one last "fuck you." Said explosion doesn't do damage but does inflict penalties to saves against diseases.
- Explosive Breeder: Their rapid breeding cycle makes it incredibly difficult to root out an infestation once they've set in.
- Multipurpose Tongue: Their spiked tongues are used to latch onto larger creatures and suck their blood.
Asteroid lice are communal creatures that feed on minerals in the stone of their airless habitats.
Necropedes were once centipede-like scavengers on Eox; they now have a bite that can digest undead flesh.
A warpmoth is like a glowing blue-white speck attracted to moving light, such as other warpmoths or passing starships. Gathering in swarms and following ships helps the moths feed and mate.
Territorial creatures that feed on stone for the minerals. Careless quarrying and shipping have accelerated their spread through the galaxy.
Comet Wasp Swarm
Comet wasps create nests in frozen interstellar bodies. These icy, venomous vespids lay their eggs in living creatures.
Stellar protozoans are single-celled organisms larger than some space stations. Mindless and voracious, these creatures move through space draining energy and consuming matter.
Opportunist ambush predators that put prey into a state of synaptic shock to feed on at its leisure.
- Acid Attack: They can douse their enemies in acid as a ranged attack.
- Breath Weapon: They spray a rapidly expanding slime that deals acid damage and dazes whatever touches it.
- Chameleon Camouflage: They're typically the same color as the environment around them, which gives them a bonus to Stealth checks but isn't enough to count as its own ability.
- Sand Worm: A very small example and one that really looks like it would be better suited for an aquatic lifestyle, but they burrow into the ground to ambush prey and hey live in any warm environment.